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seresibyl3

Illusion/Time help

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Hi,

I don't play controllers - I prefer dominators, but wanted to give time a try without going down the MM path again (though demons/times might interest me too). 

 

That being said, I made the build below and looking for some help -- I'm a little sad it's just shortttt of being capped melee/ranged. Not sure how important perma PA is, but couldn't get the sovereign rights in it without sacrificing that...  I'm assuming Sup invis/group invis don't stack def bonuses, but if they do then well it's fine lol

 

 

 

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Time Manipulation
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Blind -- Apc-Dam%(A), Apc-Dmg/Rchg(5), Apc-Acc/Dmg/Rchg(7), Apc-Acc/Rchg(7), Apc-Dmg/EndRdx(9), UnbCns-Dam%(9)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Spectral Wounds -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(11), SprWntBit-Acc/Dmg/EndRdx(11), SprWntBit-Acc/Dmg/Rchg(13), SprWntBit-Dmg/EndRdx/Acc/Rchg(13), SprWntBit-Rchg/SlowProc(15)
Level 4: Temporal Mending -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(15), NmnCnv-Heal/Rchg(17), NmnCnv-Heal/EndRdx/Rchg(17), NmnCnv-Heal(19), NmnCnv-Regen/Rcvry+(19)
Level 6: Time's Juncture -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(46), DarWtcDsp-Rchg/EndRdx(48), DarWtcDsp-ToHitDeb/EndRdx(48)
Level 8: Flash -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(43), SprWiloft-EndRdx/Rchg(45), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(45), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(46), SprWiloft-Rchg/Dmg%(46)
Level 10: Superior Invisibility -- LucoftheG-Def/Rchg+(A)
Level 12: Deceive -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(25), CrcPrs-Acc/Conf/Rchg(27), CrcPrs-Acc/Rchg(27), CrcPrs-Conf/EndRdx(37), CrcPrs-Conf%(40)
Level 14: Group Invisibility -- ShlWal-ResDam/Re TP(A)
Level 16: Boxing -- Empty(A)
Level 18: Phantom Army -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(21), ExpRnf-EndRdx/Dmg/Rchg(21), ExpRnf-Acc/Dmg(23), SlbAll-Acc/Dmg/Rchg(23)
Level 20: Tough -- GldArm-3defTpProc(A)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 26: Spectral Terror -- GlmoftheA-Dam%(A), GlmoftheA-Acc/EndRdx(42), GlmoftheA-Acc/Fear/Rchg(42), GlmoftheA-Acc/Rchg(42), GlmoftheA-Fear/Rng(43), SprOvrPrs-Rchg/Energy Font(43)
Level 28: Farsight -- Rct-Def(A), Rct-Def/EndRdx(29), Rct-EndRdx/Rchg(29), Rct-Def/Rchg(31), Rct-Def/EndRdx/Rchg(31), Rct-ResDam%(31)
Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(33), GssSynFr--ToHit/Rchg/EndRdx(33), GssSynFr--Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(34), GssSynFr--Build%(34)
Level 32: Phantasm -- ExpRnf-Acc/Dmg/Rchg(A), ExpRnf-Acc/Dmg(34), ExpRnf-EndRdx/Dmg/Rchg(36), ExpRnf-Acc/Rchg(36), OvrFrc-Dam/KB(37), FrcFdb-Rechg%(37)
Level 35: Slowed Response -- AchHee-ResDeb%(A), HO:Lyso(36)
Level 38: Chrono Shift -- Prv-Heal(A), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(40)
Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 47: Indomitable Will -- LucoftheG-Def/Rchg+(A), RechRdx-I(50)
Level 49: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(50), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-Max HP%(3), StdPrt-ResDam/Def+(45)
Level 1: Brawl -- Empty(A)
Level 1: Containment 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Agility Core Paragon 
------------
------------
Set Bonus Totals:

  • 20.5% DamageBuff(Smashing)
  • 20.5% DamageBuff(Lethal)
  • 20.5% DamageBuff(Fire)
  • 20.5% DamageBuff(Cold)
  • 20.5% DamageBuff(Energy)
  • 20.5% DamageBuff(Negative)
  • 20.5% DamageBuff(Toxic)
  • 20.5% DamageBuff(Psionic)
  • 11.63% Defense(Melee)
  • 8.81% Defense(Smashing)
  • 8.81% Defense(Lethal)
  • 12.25% Defense(Fire)
  • 12.25% Defense(Cold)
  • 19.13% Defense(Energy)
  • 19.13% Defense(Negative)
  • 6% Defense(Psionic)
  • 24.75% Defense(Ranged)
  • 11% Defense(AoE)
  • 4% Enhancement(Held)
  • 8% Enhancement(Confused)
  • 10% Enhancement(Max EnduranceDiscount)
  • 8% Enhancement(Sleep)
  • 8% Enhancement(Immobilized)
  • 24% Enhancement(Accuracy)
  • 108.8% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 4% Enhancement(Stunned)
  • 7.15% Enhancement(Terrorized)
  • 15% SpeedFlying
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 217.5 HP (21.38%) HitPoints
  • 15% JumpHeight
  • 15% SpeedJumping
  • MezResist(Confused) 41.25%
  • MezResist(Held) 41.25%
  • MezResist(Immobilized) 41.25%
  • MezResist(Sleep) 41.25%
  • MezResist(Stunned) 41.25%
  • MezResist(Terrorized) 41.25%
  • MezResist(Teleport) 100% (20% chance)
  • 13% (0.22 End/sec) Recovery
  • 38% (1.61 HP/sec) Regeneration
  • 15% ResEffect(SpeedFlying)
  • 15% ResEffect(RechargeTime)
  • 15% ResEffect(SpeedRunning)
  • 15.5% Resistance(Smashing)
  • 15.5% Resistance(Lethal)
  • 20% Resistance(Fire)
  • 20% Resistance(Cold)
  • 13.25% Resistance(Energy)
  • 13.25% Resistance(Negative)
  • 8% Resistance(Toxic)
  • 8% Resistance(Psionic)
  • 15% SpeedRunning

 

 

 

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1: The main benefit of Spectral Terror is the -ToHit (which stacks nicely with the -ToHit from Time's Juncture, so you don't have to worry too much about the defense caps)... so it's generally better to slot it with Cloud Senses (and which gives a Recharge bonus at 4 slots instead of 5).

2: Put that slot into PA with a Soulbound Damage/Recharge.

3: Sup Invis and Group Invis DO stack their defense values (they will both suppress to a lower value in combat, of course).

4: Some exemplaring/leveling suggestions: take the SAME IOs in earlier slots where you can.

For example, the +Def IO in Mind over Body costs you the same slots if you take it in Tough instead, but you get the Defense a lot earlier

The LotG from Indomitable Will is an extra slot since you're 2-slotting the power, so you could move it to Group Invisibility and get the bonus at a lower levels, costs you the same slots.

Swap Deceive and Flash... Flash isn't that useful at low levels with low accuracy, while Deceive is great as soon as you get it. I usually take Flash later when I have more global set bonuses and the IOs are higher level so they get higher Accuracy enhancement, so I'm not going into melee range with a 65% chance to hit higher level opponents. Deceive, on the other hand, has an Accuracy bonus so it's usable immediately.

 

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36 minutes ago, Coyote said:

1: The main benefit of Spectral Terror is the -ToHit (which stacks nicely with the -ToHit from Time's Juncture, so you don't have to worry too much about the defense caps)... so it's generally better to slot it with Cloud Senses (and which gives a Recharge bonus at 4 slots instead of 5).

2: Put that slot into PA with a Soulbound Damage/Recharge.

3: Sup Invis and Group Invis DO stack their defense values (they will both suppress to a lower value in combat, of course).

4: Some exemplaring/leveling suggestions: take the SAME IOs in earlier slots where you can.

For example, the +Def IO in Mind over Body costs you the same slots if you take it in Tough instead, but you get the Defense a lot earlier

The LotG from Indomitable Will is an extra slot since you're 2-slotting the power, so you could move it to Group Invisibility and get the bonus at a lower levels, costs you the same slots.

Swap Deceive and Flash... Flash isn't that useful at low levels with low accuracy, while Deceive is great as soon as you get it. I usually take Flash later when I have more global set bonuses and the IOs are higher level so they get higher Accuracy enhancement, so I'm not going into melee range with a 65% chance to hit higher level opponents. Deceive, on the other hand, has an Accuracy bonus so it's usable immediately.

 

Thanks - even though I stick to attuned I rarely ever do exemplar stuff, but did move around as suggested. With them stacking (this should be combat suppressed #s), looking pretty good

 

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Time Manipulation
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Blind -- Apc-Dam%(A), Apc-Dmg/Rchg(5), Apc-Acc/Dmg/Rchg(7), Apc-Acc/Rchg(7), Apc-Dmg/EndRdx(9), UnbCns-Dam%(9)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Spectral Wounds -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(11), SprWntBit-Acc/Dmg/EndRdx(11), SprWntBit-Acc/Dmg/Rchg(13), SprWntBit-Dmg/EndRdx/Acc/Rchg(13), SprWntBit-Rchg/SlowProc(15)
Level 4: Temporal Mending -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(15), NmnCnv-Heal/Rchg(17), NmnCnv-Heal/EndRdx/Rchg(17), NmnCnv-Heal(19), NmnCnv-Regen/Rcvry+(19)
Level 6: Time's Juncture -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(46), DarWtcDsp-Rchg/EndRdx(48), DarWtcDsp-ToHitDeb/EndRdx(48)
Level 8: Deceive -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(43), CrcPrs-Acc/Conf/Rchg(45), CrcPrs-Conf%(45), CrcPrs-Acc/Rchg(46), CrcPrs-Conf/EndRdx(46)
Level 10: Superior Invisibility -- LucoftheG-Def/Rchg+(A)
Level 12: Flash -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(25), SprWiloft-EndRdx/Rchg(27), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(27), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37), SprWiloft-Rchg/Dmg%(40)
Level 14: Group Invisibility -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(50)
Level 16: Boxing -- Empty(A)
Level 18: Phantom Army -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(21), ExpRnf-EndRdx/Dmg/Rchg(21), ExpRnf-Acc/Dmg(23), SlbAll-Acc/Dmg/Rchg(23), SlbAll-Dmg/Rchg(43)
Level 20: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(45)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 26: Spectral Terror -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(42), DarWtcDsp-ToHitdeb/Rchg/EndRdx(42), DarWtcDsp-ToHitDeb/EndRdx(42), SprOvrPrs-Rchg/Energy Font(43)
Level 28: Farsight -- Rct-Def(A), Rct-Def/EndRdx(29), Rct-EndRdx/Rchg(29), Rct-Def/Rchg(31), Rct-Def/EndRdx/Rchg(31), Rct-ResDam%(31)
Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(33), GssSynFr--ToHit/Rchg/EndRdx(33), GssSynFr--Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(34), GssSynFr--Build%(34)
Level 32: Phantasm -- ExpRnf-Acc/Dmg/Rchg(A), ExpRnf-Acc/Dmg(34), ExpRnf-EndRdx/Dmg/Rchg(36), ExpRnf-Acc/Rchg(36), OvrFrc-Dam/KB(37), FrcFdb-Rechg%(37)
Level 35: Slowed Response -- AchHee-ResDeb%(A), HO:Lyso(36)
Level 38: Chrono Shift -- Prv-Heal(A), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(40)
Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 47: Indomitable Will -- RechRdx-I(A)
Level 49: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(50), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-Max HP%(3)
Level 1: Brawl -- Empty(A)
Level 1: Containment 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5)
Level 50: Agility Core Paragon 
------------
------------
Set Bonus Totals:

  • 20.5% DamageBuff(Smashing)
  • 20.5% DamageBuff(Lethal)
  • 20.5% DamageBuff(Fire)
  • 20.5% DamageBuff(Cold)
  • 20.5% DamageBuff(Energy)
  • 20.5% DamageBuff(Negative)
  • 20.5% DamageBuff(Toxic)
  • 20.5% DamageBuff(Psionic)
  • 11.63% Defense(Melee)
  • 8.81% Defense(Smashing)
  • 8.81% Defense(Lethal)
  • 12.25% Defense(Fire)
  • 12.25% Defense(Cold)
  • 19.13% Defense(Energy)
  • 19.13% Defense(Negative)
  • 6% Defense(Psionic)
  • 24.75% Defense(Ranged)
  • 11% Defense(AoE)
  • 4% Enhancement(Held)
  • 4.4% Enhancement(Terrorized)
  • 10% Enhancement(Max EnduranceDiscount)
  • 8% Enhancement(Immobilized)
  • 8% Enhancement(Confused)
  • 15% Enhancement(Accuracy)
  • 107.5% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 4% Enhancement(Stunned)
  • 8% Enhancement(Sleep)
  • 15% SpeedFlying
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 213.6 HP (21.01%) HitPoints
  • 15% JumpHeight
  • 15% SpeedJumping
  • MezResist(Confused) 41.25%
  • MezResist(Held) 41.25%
  • MezResist(Immobilized) 41.25%
  • MezResist(Sleep) 41.25%
  • MezResist(Stunned) 41.25%
  • MezResist(Terrorized) 41.25%
  • MezResist(Teleport) 100% (20% chance)
  • 15.5% (0.26 End/sec) Recovery
  • 54% (2.29 HP/sec) Regeneration
  • 15% ResEffect(SpeedFlying)
  • 15% ResEffect(RechargeTime)
  • 15% ResEffect(SpeedRunning)
  • 15.5% Resistance(Smashing)
  • 15.5% Resistance(Lethal)
  • 20% Resistance(Fire)
  • 20% Resistance(Cold)
  • 13.25% Resistance(Energy)
  • 13.25% Resistance(Negative)
  • 8% Resistance(Toxic)
  • 8% Resistance(Psionic)
  • 15% SpeedRunning

 

 

 

power.png

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A couple of things you may want to think of.

  • It seems like complete overkill in defense. With PA on perma, you will not have to worry about aggro, so you could drop a little bit of that Defense, especially ranged.
  • FFb in Phantasm is a little wasteful as it will only proc (for you) on summon.
  • You may want to consider a power transfer +Heal proc in Stamina.
  • Also, consider the resist proc in Phantasm.

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

--------------------------------------------------------------------------------------------------------------------------------------------------------------------

The Great Archetype Concept Battle: Final Round

--------------------------------------------------------------------------------------------------------------------------------------------------------------------

Archetype Proposal Amalgamation

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4 minutes ago, Zepp said:

A couple of things you may want to think of.

  • It seems like complete overkill in defense. With PA on perma, you will not have to worry about aggro, so you could drop a little bit of that Defense, especially ranged.
  • FFb in Phantasm is a little wasteful as it will only proc (for you) on summon.
  • You may want to consider a power transfer +Heal proc in Stamina.
  • Also, consider the resist proc in Phantasm.

What resist proc? The aura? What about build up proc in there? Was thinking the recharge might help it a bit with damage, but maybe the buildup would be better?

 

Trying to think what I could drop to get the +heal proc -- 1 out of flash or weave seems the best places, given the overall defense being so high?

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Buildup would be better.

Yah, meant resist aura.

I hear the energy font is not great, maybe drop that.


Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

--------------------------------------------------------------------------------------------------------------------------------------------------------------------

The Great Archetype Concept Battle: Final Round

--------------------------------------------------------------------------------------------------------------------------------------------------------------------

Archetype Proposal Amalgamation

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Rather than Build-Up, you could consider the damage% proc from the knockback set. All of Phantasm's attacks do knockback, and damage procs do better on users with lower base damage on their attacks, like pets.

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21 hours ago, Coyote said:

Rather than Build-Up, you could consider the damage% proc from the knockback set. All of Phantasm's attacks do knockback, and damage procs do better on users with lower base damage on their attacks, like pets.

To clarify, you are referring to Explosive Strike: Chance for Smashing Damage?

I could see that.


Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

--------------------------------------------------------------------------------------------------------------------------------------------------------------------

The Great Archetype Concept Battle: Final Round

--------------------------------------------------------------------------------------------------------------------------------------------------------------------

Archetype Proposal Amalgamation

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2 hours ago, Zepp said:

To clarify, you are referring to Explosive Strike: Chance for Smashing Damage?

I could see that.

 

Exactly, yes. Soulbound Allegiance's Build-Up multiplies the damage done by a pet by some factor which depends on how fast it attacks... but if the pet is pretty low damage, then getting a 33% increase from the proc may not be as much as adding +X damage to each attack. If the attacks are low damage, then the proc damage may be a more significant increase.

This is to damage, though, and Soulbound will add +ToHit also. But usually that's not very relevant to an equal-level pet boosted by Farsight. It's more useful for Tier 1 MM henchmen.

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On 6/17/2020 at 9:38 AM, seresibyl3 said:

What resist proc? The aura? What about build up proc in there? Was thinking the recharge might help it a bit with damage, but maybe the buildup would be better?

 

Trying to think what I could drop to get the +heal proc -- 1 out of flash or weave seems the best places, given the overall defense being so high?

You want the build up proc in phantom army.  It adds quite a bit to their damage.

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