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The Docters Guide to Illusion Control

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DocterPink Profile

Author: DocterPink
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Heya, hows it going? Now I've been around for a while, browsing the great guides and interesting input on certain powers or certain powersets. Now it's been almost a year now, and besides making the occasional comment or question on the forums I really haven't done much for this great site which has helped me so much. So, I figured I'd contribute a guide for aspiring Illusion trollers. Well, Here goes.



Illusion Control


Okay, well I guess I should describe the powers first huh?


Spectral Wounds
Available at Level 1
Does moderate psionic damage with a recharge of 6 seconds
This is your basic source of damage in the set and for the first couple of levels this will be the best damage you can do. Pick it up early on. Keep in mind after a little while they will recover a little bit of health back, but nothing significant.
Ranking: 5 out of 5
Slotting: 3 Damage, 1-2 Accuracy, 1 Recharge


Blind
Available at Level 1
Does some damage, not as much as Spectral Wounds, and recharges in 9 seconds. Has a base hold duration of 18 seconds.
This is very simply a single target hold. This and Spectral Wounds will be your 2 most used attacks. This is also one of the few true controlling powers you get so pick it up early on.
Ranking: 5 out of 5
Slotting: 1 Accuracy, 2 Hold, 1 Recharge


Deceive
Available at Level 2
Confuses one target for a base duration of 37 seconds with a recharge of 8 seconds
Confusing an enemy or 2 comes in handy quite often. Sending bosses or lieutenants off to fight the mob for you not only makes the mob easier but its fun to watch. However, there are some cons. For every amount of damage a confused enemy does to someone else, that enemy will now give out less experience. So it's nice to have but I would stick to Blind to stop enemies from attacking you
Ranking: 4 out of 5
Slotting: 1 Accuracy, 1 Confuse, 1 Recharge


Flash
Available at Level 6
Holds everyone around you with a base hold duration of 15 seconds and a recharge of 4 minutes
Great move, horrible recharge. This move allows you to stop an entire mob from fighting which is obviously a great advantage. There are, however, some minor drawbacks. The recharge is terribly long and it only works against enemies around you. While thats not too bad, it can be inconvenient to move into melee range just to hold some people. Still, I recommend getting it but you could wait until a little later in the game for this power.
Ranking: 5
Slotting: 1 Accuracy, 2 Hold, 3 Recharge


Superior Invisibility
Available at Level 8
Makes you entirely invisible to all enemies with a base endurance cost of 1.06 end/second
Truly a great power. It not only makes you great at stealthing missions but it works well with moves like Flash: Go into the mob invisible, Hold everyone, run out. It does cost a little bit of end so I would just use it to move around an area with ease. Keep in mind that unlike most invisibility powers you can fight while invisible
Ranking: 4
Slotting: 1 End Redux


Group Invisibility
Available at Level 12
Turns you and everyone around you invisible with a recharge of 4 minutes and a duration of 2 minutes
All it is does is make you and all teammates (they have to be on your team) invisible. You and your teammates can still fight while invisible too. However, it wears off and has the same terrible recharge as Flash. While turning your whole team invisible is cool, I'd rather go with Superior Invisibility and Recall Friend for stealthing missions.
Ranking: 3
Slotting: 3 Recharge


Phantom Army
Available at Level 18
Creates 3 invincible, temporary Decoys that last for 1 minute and have a recharge of 4 minutes
Yet another awesome power with a crazy recharge, PA is your second main source of damage. They too do that 'illusion damage' that Spectral Wounds does so the enemies recover some health after a little while. But do not think that makes this power skippable: They do GREAT damage! They have tons of melee and ranged attacks and they absolutely CAN NOT BE HURT!! Sure, they can't be buffed but still. Great move, get it as soon as possible
Ranking: 5
Slotting: 3 Damage, 3 Rechage


Spectral Terror
Available at Level 26
Summons a temporary Spectral Terror that scares any enemy around him. Lasts for 45 seconds and recharges in 45 seconds
This acts sort of like an AoE hold. He keeps most enemies in fear and he can use his own single target fear attack, scaring his target usually making them run off a little distance. Since you can keep them up constantly, don't worry about recharge. Very good power
Ranking: 5
Slotting: 2 Accuracy, 2 Fear

Phantasm
Available at Level 32
Summons a permanent Phantasm pet that will fight until he runs out of health. Has a recharge of 4 minutes
A more consistent source of damage other than PA. While not incredibly powerful, he definitely helps in your damage capabilities. He has a single target attack and a cone attack that can knockback. He can also create temporary copies of himself that do illusion damage. Phantasm summons 1 copy on a target and the copy will do illusion damage (the enemy recovers most of the damage from the copies, so they're not that good) and they last until the target dies. This is your only pet that can be healed and buffed
Ranking: 4
Slotting: 3 Damage, 2 Accuracy, 1 Recharge



Pool Powers


There are a few pool powers that go great with this set. Oh, you want to know what they are? Fine...

Teleport: Recall Friend along with your invisibility powers will allow you to skip all of those annoying enemies and get straight to the end. Helps a LOT in Taskforces and Trials.

Flight: Fly along with your invisibility powers allow you to go absolutely anywhere in the game unharmed and undetected. This can be nice when looking for enemies, glowies, or even badges.

Speed: Hasten is totally necessary for this build. Flash, Group Invis, PA, and Phantasm all have 4 minute recharges. With Hasten, you can cut off about 100 seconds off that time. Get it. You're going to need it.

Fitness: Um, duh. Get Health and Stamina ASAP.

Leadership: If you have room for it, I find Leadership to be a nice little addition to this set. Unless you are running around with Super Invis on all the time, the powers you will be using all the time cost very little endurance. A toggle or 2 wouldn't really hurt you and Assault and Tactics not only help you and your Phantasm with damage but teams always appreciate Leadership.



Illusion Tactics


Now that you know about the powers, I guess I should help you on how to use them. Well, the Illusion set isn't really that heavy on actual controlling sets. However, they are extremely helpful in missions. Using Blind and Spectral Wounds, you can deal fairly good damage while holding a single target. Blind, Spectral Terror, and Flash all make up your controlling powers. Send the Terror out on all big mobs, stopping most from fighting. Whenever Flash is up, use it. Blind all those who Flash missed or who try to run from the Terror. Phantasm, PA, and Spectral Wounds are your sources of damage for this set. Phantasm along with your Spectral Wounds help considerably in the effort to damage your foes. PA should be used on tough mobs, bosses, Elite Bosses, or AV's. The decoys made by PA or Phantasm tank pretty well and draw most aggro to them, along with doing some pretty good damage. Lastly, Group Invis and Superior Invis are your stealthing powers. Use these when you want to skip past mobs unseen and head straight to the end of the mission. You can also use these powers to find a missing enemy or glowy.



Well, thats my guide. I hope that helps some of ya'll understand this set a little bit more or whatever. I personally really love Illusion Control and I'd love to see more Illusion trollers running around. It's fun, it's pretty good with controls, and you get lots of pets. It's a controllers dream. So, enjoy and thanks for reading my guide!
-- DocterPink

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User Comments
  Aurrius on 01/03/08 14:00

*applauds*

  Chuck Bronco on 01/16/08 06:41

Nice guide Doc. I just started my Ill troller back in December. You hit all the right points IMO. It is a ton of fun. I combined mine with Storm (secondary). Im only lvl 27 thus far, so no Phant yet, but I can solo just about anything.

  DocterPink on 01/18/08 20:10

Well thanks guys! It's nice to know I can do okay at this guide thing if i try


  Anachron on 02/03/08 06:46

Excelent guide as I now run a 50 ill/force/Psi Troller I like your slotting as well though mine is a bit different yours still looks well thought out and does the job.

If soloing often adding a second +acc and +rech to Deceive will help it against Lieuts and above as I find that often (but not always) it takes 2 or 3 Hit's for it to activate on many of them, a second +acc & +rech will make this much easier as well as help you prepare for the ocassional enemy who charges you that you missed, though the Phantasm's knockback often saves you in these instances if it's out. Nemesis seem to be well shielded against decieve and I have actually seen it aggro them instead of Decieve as it should. Maybe thats a glitch.

All in all an excelent guide.

  Lonny-Zone on 02/06/08 00:54
 
Actually, Chuck, I've got the exact same ill/storm build on the go. Your thoughts if you plz. Since the GI, and the SM invis/stealth don't stack. it seems like taking both is taking 1 weakened power.
What do you think? invis+def vs. stealth+resistance??

Illusion is fun  MasterBurly on 03/11/08 16:18
 
Nice guide! I have a lvl 50 Ill/Rad which is a true Army of One. I am presently working on getting as close as possible to perma-PA. Three recharge redux slots, Hasten and Accelerate Metabolism (AM) from the radiation secondary are must-haves. Focusing on IO's with the set bonuses to decrease recharge time of all powers chip away at the 'perma" stone, so to speak.

A fun PA tactic is to deploy them as a shield at the front edge of a large group. You can then run up behind them and lay down attacks, debuffs, heals etc. with a phantasm bodyguard to knock back any baddie that comes within melee range of you.

gj!

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