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Creating An Illusion/Empathy Controller

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Author: Aims
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I have played a with every archetype (except Peacebringers and Warshades) and have found Controllers to be the most fun, so here's my guide to making an Illusion/Empathy Controller.

This type of controller has good attacks and provides good healing support too. The aim with the Ilusion/Empathy controller is to be a fair healer, and have good attack power too. The illusion set only has a few attacks, there is phantasm army, and Phantasm, but they take an incredibly long time to recharge So for that reason I have put a couple of slots in brawl to make it slightly less useless. Once Hasten becomes perma you wont need to woory as much about recharge times, but they will still be very long. So take spectral wounds and make it count.

Level 01 : Healing Aura
1 Endurance Reduction, 1 Recharge Reduction, 4 Healing

Defenders would 6 slot this with Heal and not need the slot in reduce endurance cost, but it seems empathy powers cost controllers more. Maybe they just have less endurance. I'm not sure, but in any case this will make healing aura formidable.

Level 01 : Spectral Wounds
1 Accuracy, 5 Damage

Spectral wounds is one of the most powerful begining attacks, but you need to take down the enemy quickly of he will regenerate some health back. Plus if you want your controller to be able to attack much you'll need this. Later you'll get a similar, but slower and more powerful move that will complement this nicely.

Level 02 : Heal Other
1 Endurance Reduction, 1 Recharge Reduction, 4 Healing

Level 04 : Deceive
1 Confusion Duration, 1 Accuracy

I like to use accuracy on ranged attacks and particularly this one to increase the chances of hitting bosses and slightly higher level foes. Using insiprations for accuracy can be used in place, or for a further boost. However with the use of Tactiscs later on you may not need these slots, but they're certainly useful until then.

Level 06 : Hasten
6 Recharge Reduction

Level 08 : Superior Invisibility
2 Endurance Reduction

You may find one slot on reduce endurance cost enough, but if you're in a big cave and want to run through it in stealth then you'll have no trouble. (E.g. Cavern of trascendance - this character is perfectly suited for Nakoma's tactics as in this guide: Nakoma's cavern of transcendance guide.

Level 10 : Recall Friend
1 Recharge Reduction

Level 12 : Resurrect
4 Recharge Reduction

Level 14 : Group Invisibility
2 Endurance Reduction

Level 16 : Swift
1 Run Speed

Level 18 : Health
6 Healing

Level 20 : Phantom Army
4 Damage
2 Recharge Reduction

I put recharge timers on to help take down the recharge time on this power as it is collosal. I could have put more on but I wanted to go for power. When I do use this I want it to mop the floor with the gangs. You may wish to swap some damage for recharges so you can use this more often, but I just use if for really big groups of tough guys. If I can get away without using it I will, until I get Phantasm and power blast, which will give me more attack power. Once Hasten is 6 slotted and permananent it will help further reduce the recharge time on these so you can use them more often.

Level 22 : Clear Mind
1 Endurance Reduction

Level 24 : Fortitude
1 Defense Buff
1 To Hit Buff
1 Recharge Reduction

Level 26 : Spectral Terror
1 Fear Duration

A good panic button when you ned to give yourself or temamates a breather of heal up or get away.

Level 28 : Super Speed
1 Run Speed

Good for getting out of trouble fast.

Level 30 : Stamina
6 Endurance Recovery

Level 32 : Phantasm
4 Damage
2 Recharge Reduction

See notes on Phantom Army, I've used the same reasoning and tactics here.

Level 35 : Assault
2 Recharge Reduction

Level 38 : Tactics
1 Recharge Reduction
3 To Hit Buff

£ ToHit buf should makes your aiming very accurate even against resistant bosses and higher levels. You can use this instead of accuracy slots in powers, or use it to supplement them depending on what you decided earlier.

Level 41 : Power Blast
6 Damage
Like spectrl wounds but slower and more powerful. With hasten it should come back pretty quickly and be great support to spectral wounds. This should give you a fairly good attack line up. Maybe not the most diverse, but you do have a lot of different types of powers that you are very good at. Being invisible and sneaky, healing, running and recharging very fast, and beating 9 bells out of criminals. You are Mr/Ms ultimate now...

Level 44 : Conserve Power
4 Recharge Reduction

Should you find yourself running low on endurance despite stamina this will give you a good boost. Great for emergencies, but we all know you don't need that...you're elite now...

Level 47 : Temp Invulnerability
4 Damage Resistance

Who would pass up extra defense? Less squishiness is ALWAYS good.

Level 49 : Power Boost
1 Endurance Reduction
2 Recharge Reduction

Enhances secondary powers for a while. That would be confuse for decieve, fear for spectral terror, heals, defence and accuracy buffs. All the great things your character relies on. yay.

Pool Powers:

Level 01 : Brawl
2 Damage

Good for making this move slightly less pointless for earlier levels as it's a while till you get a variety of attacks to play with. It's still rubish, nothing ca make this move good, so feel free to spend it elsewhere. Like maybe ressurect...

Level 01 : Sprint
1 Run Speed

Level 02 : Rest
1 Endurance Recovery
1 Healing

So that when you do have to reat you get it done faster. Though with stamina and health later on you may prefer just to use one slot on increasing the reharge time and spend the other slot on something like ressurect.

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User Comments
  atra2 on 05/26/05 12:49

CoH is forgiving of your playstyle, but your overall build has even more problems than your Empathy Defender build.

Unless you have concept reasons, here's some absolutes in CoH that
tend to make the game play faster, which means fun to some people,
including myself:

Travel power at 14. NO EXCEPTIONS.

This means your prereq must be taken between levels 6 and 12.

Some builds have powers to replace Stamina (Regen's Quick Recovery,
Empathy's Recovery Aura, etc) but 90%+ of builds need to:

Check their level 18 primary power and level 20 secondary power to
see if they are crucial powers worth delaying Stamina.

Under no circumstances allow Stamina to be taken any later than
level 24.

Swift/Hurdle sometimes fits in before 14, but many chars like to
take one at 16, Health at 20, Stamina at 22.

This Controller build goes 27 levels without a travel power.

I'm glad you have so much time to play. I do not. If I did not
take a travel power at 14 for every single character, it would
severely lower the number of groups who would want me playing,
especially in Task Forces.

You added slots to Brawl rather than rely on your teammates for damage. Don't. It's *ok* for a Controller to rely on teammates for
damage.

Again, CoH is a forgiving game. If you actually played this build
even until level 30, my hat is off to you. I could not have taken
the long delays of SPRINTING from Talos to the Hollows or King's Row
for some mission or another, nor SPRINTING into Terra Volta's
reactor.

  Randell44 on 06/19/05 23:31

You don't have to take a travel power at 14.

I DO reccomend taking one be4 lvl 24 though. 28 isn't far off so it's entirely ok :P. It's a balance of character usefulness vs. travel time.

If your lucky enough to have someone with recall friend in your group or tf group then it will affect you about zilch.

Stamina isn't always a requirement either but its a very helpful power.

Kentics can use the siphon speed power in the place of a travel power with a lil mob hunting as the only downside.

Siphon speed can also be very useful in battle...slowing an enemy to a crawl and decreasing his recharge...while adding both to you.

I do have one thing about you build to note however.

If you become empathy controller people WILL try to plug you in as a healer...and many expect full defender results. Also you get the rough choices between holds and heals....both of which can save lives.



  Raekur on 03/15/06 18:32
 
Besides the travel power I would strongly suggest taking blind in order to increase the effectiveness of spectral wounds. A target that is held will take almost double damage from spectral wounds. For a travel power I would suggest fly instead of super speed. A controllers survival depends on his being able to stay out of melee range.

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