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Posted

Rad and Time help with +Recharge so that it gets Phantom Army out sooner.

Storm and Traps help with AoE damage while Illusion does single-target.

Traps and Trick Arrow have an Immobilize so that AVs don't run around like chickens.

Posted

All of these are good. Im running an Illusion/Dark/Power and shes excellent too. Lots of Defense and -ToHit for the team. Recovery & Regen for all from Soul Absorb and -resist for Phantom Army.

 

No recharge buffs or defense debuffs (two things PA also likes) but very IOable. 

Posted
5 hours ago, Carnifax said:

All of these are good. Im running an Illusion/Dark/Power and shes excellent too. Lots of Defense and -ToHit for the team. Recovery & Regen for all from Soul Absorb and -resist for Phantom Army.

 

No recharge buffs or defense debuffs (two things PA also likes) but very IOable. 

 

What I don't like about using Dark (or, actually, TA) is the lack of good Force Feedback options.

Storm has Lightning Storm and Tornado, and each of them averages 7.5% +Recharge boost PER ACTIVATION. In a minute, you should fire Tornado about 3x and LS about 2x, for a total boost of almost 40%. That's about as good as Rad, which is known for helping to get perma-PA, and while it's very End-intensive, they're powers that you were going to spam in combat anyhow.

Traps has Trip Mine, which also procs FF well. Spamming this is more difficult although you can actually get it out more, since it takes more activation time. But in AV fights, it's actually possible to just put down Trip Mines in a spot several times during the life of PA, again getting a good +Recharge bonus that helps PA become permanent.

 

Dark is great defensively, though... and with all the buffs and debuffs, you can survive a PA gap much more easily than with Storm or Traps (though Traps has FFG to help).

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