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Illusion / Traps Folder


owhynot

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Good morning everyone! I've been trying to put together a build for Illusion/Traps that maintains S/L/E/R softcaps and Perma PA without relying on Incarnates. While I know Agility and Spiritual can do a lot of heavy lifting towards the recharge cap, but if I can fit Musculature into my build instead, I always try. 

 

image.png.262863fddb4f6b10fb484c5604fdb421.png

 

I've got Phantom Army down to 59 seconds, but it had to make the sacrifice of not having Blind and Poison Trap as Proc Bombs.

 

This first build is with Musculature and minimal procs, but I'm curious if I would get more mileage out of a different Alpha and adding more Procs to my build instead. Basically I guess it boils down to whether I want my character to have a weaker personal damage and a stronger, permenant PA or stronger personal damage and slightly off perma PA (61.5 seconds vs the 59 second in the previous.)

 

Anyway, I was hoping to get some opinions on what might be the better choice, as well as just an overall opinion on my slotting.

 

Thanks in advance!

 

 

Less Procs but Perma PA (59 seconds)

Spoiler

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Procs but not Perma PA (61 seconds)

Spoiler

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Illusion Trap Fold Space.mxd

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     Well personally I'd go for recharge.  You have PA which uses a mag 4 Taunt in every attack (in addition to the threat created by the damage of the attack itself) the aggro should be on the PA and various other pets not you.   

     And for true nit picky you may want to try shave another second or so off for true perma effect of the taunt.  It's been a long time but basically to keep your target focused on PA you ideally 'need' to account for the gap between the old PA expiring and the animation time and the newly cast PA's first aggro creating attack.  The longer the gap the greater likelyhood the +4 AV turns to you.  Fortunately that's old school pre IO Ill/-- (typically Illusion/Rad) where any gap in PA had no softcapped defense (or Traps) to fall back on for mitigation (except inspires).  But if you're going to worry over 59 vs 61 this is another factor to consider.

Edited by Doomguide2005
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Opposite for me. Only time Perma-PAs is really imporant is if you're soloing an AV. It's not like Domination where it's all or nothing, almost-perma PAs is still excellent. 

 

I'd go the More Toys / Procs option personally. 

 

 

 

Edited by Carnifax
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On 5/5/2021 at 1:24 PM, Carnifax said:

Opposite for me. Only time Perma-PAs is really imporant is if you're soloing an AV. It's not like Domination where it's all or nothing, almost-perma PAs is still excellent. 

 

I'd go the More Toys / Procs option personally. 

 

 

 

     More toys is always good.  And despite my above post I agree that except for soloing really hard stuff like crazy AE missions, AVs, GMs, etc., the difference between perma PA and several seconds short not a big deal.  My response is more that, in general, I look to recharge in any controller build and both Traps and Illusion have many powers that benefit from recharge.  My defense/mitigation comes from my controls and in this case among other things that's PA's mag 4 taunt effects ... so if you asked which is better 66 sec vs 64 or 58 vs 56 barring other considerations it's likely to be "moar recharge". 

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