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Ill/Traps What Combat


VV

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Well, after a lot of waffling, I finally settled on an Illusion/Traps for my first Illusion controller. I chose that for two reasons. First, it seems like a fairly uncommon combo. Second, I really wanted that -1000% regen debuff. I also noticed that the set was recommended by a few folks, and I liked the discussion around how it performed. Normally with Ill, most people go with a secondary that boosts recharge, so as to get to perma-PA, but I dislike a buffing playstyle, so Rad or Kin are not for me. I needed something that mostly did debuff and damage and I already had a /Storm, and a /Dark, so I didn't want to repeat those.

 

So, I worked out the build, and first thing I noticed was the amount of Def that stacked up easily. Between Sup Invis, Group Invis, and FF Generator, it was easy to hit near 40% def to everything with no big sacrifices. Also, lots of places for LoTG. Slots seemed plentiful because quite a few powers function decently with just their one default slot, or maybe 2. So, I could easily 6 slot all my big attacks for set bonuses and procs. I got PA to almost perma without much trouble. I figured 5ish seconds downtime wasn't a big deal. So, all looked good in Mids.

 

But, here's the funny part, the thing I did not anticipate was the amount of detachment this build would play with. So many of the powers are fire-and-forget. All the pets, all the traps, FF Gen and Triage Beacon. I only have a few direct attacks, and most of those are not that exciting. And I have no direct buffs or heals. Not only that, but being Superiorly Invisible means I can move around the battlefield with near impunity. Casting pets and traps does not break S. Invis. So, basically, while combat is raging around me, I am just calmly sending out my pets and setting my traps, without really any attention to what is going on around me. It is a completely different playstyle, and I think one that I think is fairly unique to this combo. Totally different than my usual very direct playstyle. I like it as an alternative. I wouldn't want to do it exclusively, but it is a nice change. Anyway, just thought it was cool.

 

Here's the build, in case anyone is interested.

 

Spoiler

Villain 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!

Doctor Vector: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Experimentation
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Blind -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(34), Apc-Dmg/EndRdx(34), Apc-Dam%(34), SprOvrPrs-Rchg/Energy Font(36)
Level 1: Web Grenade -- TraoftheH-Dam%(A)
Level 2: Deceive -- CrcPrs-Conf%(A)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5)
Level 6: Triage Beacon -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(7), Prv-Heal/Rchg(7), Prv-EndRdx/Rchg(9), Prv-Heal/EndRdx(9), Prv-Heal(11)
Level 8: Flash -- Lck-Acc/Rchg(A), Lck-%Hold(11), Lck-Acc/EndRdx/Rchg/Hold(36)
Level 10: Acid Mortar -- ShlBrk-DefDeb(A), AchHee-ResDeb%(13), TchofLadG-%Dam(13), ShlBrk-%Dam(15), ShlBrk-Acc/DefDeb(15)
Level 12: Superior Invisibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), ShlWal-ResDam/Re TP(17), Krm-ResKB(19)
Level 14: Group Invisibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19)
Level 16: Force Field Generator -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(21), Rct-Def/Rchg(21), Rct-EndRdx/Rchg(23), Rct-Def/EndRdx(23), Rct-Def(25)
Level 18: Phantom Army -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(25), ExpRnf-EndRdx/Dmg/Rchg(27), ExpRnf-Acc/Dmg(27), OvrFrc-Dmg/End/Rech(29), OvrFrc-Dam/KB(29)
Level 20: Poison Trap -- UnbCns-Dam%(A), UnbCns-EndRdx/Hold(31), UnbCns-Acc/Rchg(31), UnbCns-Acc/Hold/Rchg(31), UnbCns-Hold/Rchg(33), GhsWdwEmb-Dam%(33)
Level 22: Speed of Sound -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33)
Level 26: Spectral Terror -- GlmoftheA-Dam%(A)
Level 28: Seeker Drones -- CldSns-%Dam(A), CldSns-ToHitDeb(36), CldSns-Acc/Rchg(37), CldSns-Acc/ToHitDeb(37)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37)
Level 32: Phantasm -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg/Rchg(39), SuddAcc--KB/+KD(39), ExpRnf-Acc/Dmg(39), ExpRnf-Acc/Rchg(40), ExpStr-Dam%(40)
Level 35: Trip Mine -- FrcFdb-Rechg%(A), Arm-Dam%(40), Arm-Dmg(42), Arm-Dmg/Rchg(42), Arm-Acc/Dmg/Rchg(42), Arm-Acc/Rchg(43)
Level 38: Caltrops -- Rgn-Dmg(A), Rgn-Dmg/Rchg(43), Rgn-Acc/Dmg/Rchg(43), Rgn-Acc/Rchg(45), Rgn-Knock%(45), SprFrzBls-Rchg/ImmobProc(45)
Level 41: Dark Embrace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(46), GldArm-3defTpProc(46), StdPrt-ResDam/Def+(48), UnbGrd-ResDam/EndRdx/Rchg(48)
Level 44: Dark Consumption -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/Acc/Rech(48)
Level 47: Summon Seer -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(50), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-Acc/Dmg(50)
Level 49: Tactics -- GssSynFr--ToHit/EndRdx(A)
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 -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
------------

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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		|-------------------------------------------------------------------|

 

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I haven't run my ill/traps for a while. It's probably because of that detached playstyle. I may stay her off again, though. I remember how awesome it is during invasions. I did quite a few zombie invasions with her last year.

 

It's almost like a chess game or a RTS, really. Glad you enjoy it!

Edited by BlingBaby
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15 hours ago, Doomguide2005 said:

That difference in playstyle is exactly why I said in the Lack of Empathy for Empaths thread that if I was to build another Controller/Empath I'd lean heavily towards an Ill/Emp.  And thanks by the way to adding another character to the already long list of 'I have to try this' pairings.

As far as choices for Empaths go, I think Ill/Emp would be one of the better choices.

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  • 4 weeks later

My main main character is a Thugs/Traps with zero direct attacks and it's like this build x2 lmao. 


I love it. I drop my traps and sit back and watch my teammates and pets chew everything down, move on to next group, plenty of time for typing out pithy team chat messages while I do it. The only build I've played that's more brainless than thugs/traps is thugs/time because with the long lasting buffs sometimes I literally just cast distortion field, bonfire, and then hit my heal a few times and shit dies. 

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On 12/1/2020 at 4:45 AM, VV said:

 

 I wouldn't want to do it exclusively, but it is a nice change

Hmmm, thinking Plants/Traps, all those traps + carrion creepers and Fold Space from the new tp pool to drop groups on top of all that...

Being chased by a wasp is the most complete sport practice!

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Funny you say that Ill/Traps is uncommon cause I see a ton of 'em on my server. I think its a great combo. Mine plays more actively cause I invested in a lot of attacks with the ice epic pool. Flash -> Ice Storm -> Caltrops is a very fun combination.

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Global Handle: @Future Force Warrior

Level 50s: Operative Grantz (Pure Bane/Mace Mastery), Dr. Eisenfield (Gravity/Time/Mu), Air Liquide (Ice/Kin/Soul), Vantablack Stare (Illusion/Traps/Ice), Medic 2004 (Empathy/Energy/Soul)

All on Everlasting

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  • 1 month later

I have been makng alts purely to explore a variety of different playstyles, and having an illusion/rad I was fairly bored with I read this thread and decided to give it a go. 

 

Man, this build is fun, and it's really the first time I've leveled traps beyond the twenties. The detached combat is a refreshing change from my other characters, which is what I was seeking...👍🏻👍🏻🙂

 

Fun factor: wandering around the combat zone while two (3-procced) Acid Mortars, Spectral Terror, Phanty, Decoy Phanty, PA, and my Tarantula (I went Mace) make short work of things. I haven't gotten my Lore pets yet, but then I'll have up to 8 mobile pets out!

 

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@Force Redux on Everlasting

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Gather the Shadows: A Dark Miasma Primer for Masterminds

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2 hours ago, Force Redux said:

then I'll have up to 8 mobile pets out!

 

Fold Space is a great combination with the Traps powers, and you can use Recall Target as one of the prerequisites... with that, Acid Mortars are also "mobile".

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16 hours ago, Coyote said:

 

Fold Space is a great combination with the Traps powers, and you can use Recall Target as one of the prerequisites... with that, Acid Mortars are also "mobile".

I need to find a way to fit it in... 😁👍🏻

@Force Redux on Everlasting

----- (read my guide) -----

Gather the Shadows: A Dark Miasma Primer for Masterminds

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17 hours ago, Coyote said:

you can use Recall Target as one of the prerequisites... with that, Acid Mortars are also "mobile".

Holy cow, I had not even thought about that!

 

20 hours ago, Force Redux said:

Man, this build is fun, and it's really the first time I've leveled traps beyond the twenties. The detached combat is a refreshing change from my other characters, which is what I was seeking...👍🏻👍🏻🙂

Glad you are enjoying!

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On 1/25/2021 at 6:11 AM, Coyote said:

you can use Recall Target as one of the prerequisites... with that, Acid Mortars are also "mobile".

This doesn't seem to work anymore. Not sure what might be different for you but my acid mortars are quite stationary and can't be teleported. For some reason. I just teleport my enemies to the mortar instead but it would be more convenient to bring the mortar along, especially if it worked with Teleport Team.

Check out my stories in the Mission Architect. Just search for "@Take One" or "SFMA". Here are some enticing titles:

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I was able to fit in Combat Teleport. I'd have loved to work up to Fold Space, but there wasn't room. I'm happy with the tradeoff of Tarantula pet and Mace Disruptor Blast for more -Res.  Tarantula is up permanantly, and the Mace means taking down hard targets even more quickly. Combat TP however is neat for getting past bottlenecks or zipping in and zipping out of melee for toe bombing. 

@Force Redux on Everlasting

----- (read my guide) -----

Gather the Shadows: A Dark Miasma Primer for Masterminds

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