Illusion Control: Difference between revisions
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== Notes == | |||
* While [[Illusion_Control#Phantom_Army|Phantom Army]] and the Decoy used by [[Illusion_Control#Phantasm|Phantasm]] are immune to damage, there are a few things capable of inflicting damage on them: | |||
** [[Falling Damage]] | |||
** Unique damage from [[Hamidon]] and the [[Devouring_Earth#Mitochondria|Mitochondria]] | |||
** Damage caused by destroyed Weapons Caches and Containment Chambers in the [[Lambda Sector Trial]] | |||
** Damage caused by destroyed Drawdown Terminals in the [[Keyes Island Reactor Trial]] | |||
** Obliteration Beam, which can also hold Decoys as well as damage them, in the [[Keyes Island Reactor Trial]] | |||
** Whirlwind Blast attack used by [[Maelstrom]] in the [[TPN Campus Trial]] | |||
== Historical == | == Historical == |
Revision as of 00:47, 18 April 2012
Overview
Illusion Control is one of the power sets. It is a primary powerset for Controllers. Template:UnlockController
You can manipulate light and sound to manifest all sorts of illusions, aiding your allies as well as deceiving your foes.
Power Tables
The Illusion Control powerset is available as a primary set for Controllers. The following table shows which powers are available and at what level:
Power | Level | Effect |
---|---|---|
Spectral Wounds | 1 | Ranged, High DMG(Psionic), +Special (Illusionary Damage Heal-Back) |
Blind | 1 | Ranged, Moderate DMG(Psionic), Foe Hold, +Special (AoE Sleep) |
Deceive | 2 | Ranged, Foe Confuse |
Flash | 6 | PBAoE, Foe Hold |
Superior Invisibility | 8 | Toggle: Self Stealth, +DEF(All) |
Group Invisibility | 12 | PBAoE, Team Stealth, +DEF(All) |
Phantom Army | 18 | Summon Decoys: Ranged Minor DMG(Energy/Special (Illusionary Damage Heal-Back)) |
Spectral Terror | 26 | Summon Terror: Ranged, Fear |
Phantasm | 32 | Summon Phantasm: Ranged, Moderate DMG(Energy) |
Powers
The following are powers in the Illusion Control powerset.
Blind
Painfully Blinds a single targeted foe so severely that he is rendered helpless. Blind is so bright that additional foes may also be blinded, though they will not take any damage, and attacking them will free them from the effects.
Damage | Moderate (Psionic) |
Recharge | Moderate |
Minimum Level | 1 (Controller) |
Effects | Ranged |
Foe Hold | |
+Special (Area of Effect Sleep) | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Hold Duration | |
Enhance Range | |
Increase Attack Rate | |
Enhance Sleep Duration | |
Set Categories | Ranged Damage |
Holds | |
Sleep |
Deceive
You can Deceive an enemy into believing his friends are not who they appear to be. If successful, the enemy will ignore you and attack his own allies. If you Deceive someone before they have noticed you, your presence will continue to be masked. You will not receive any Experience Points for foes defeated by a Deceived enemy.
Recharge | Moderate |
Minimum Level | 2 (Controller) |
Effects | Ranged |
Foe Confuse | |
Enhancements | Enhance Accuracy |
Enhance Confusion Duration | |
Reduce Endurance Cost | |
Enhance Range | |
Increase Attack Rate | |
Set Categories | Confuse |
Flash
Generates a brilliant flash of light around you that blinds nearby foes. Flashed foes are rendered helpless and unable to defend themselves.
Recharge | Very Long |
Minimum Level | 6 (Controller) |
Effects | Point Blank Area of Effect |
Foe Hold | |
Enhancements | Enhance Accuracy |
Reduce Endurance Cost | |
Enhance Hold Duration | |
Increase Attack Rate | |
Set Categories | Holds |
Group Invisibility
Makes you and all teammates around you Invisible. While Invisible, you and your teammates are almost impossible to detect. Even if discovered, Group Invisibility grants a bonus to your Defense to all attacks, although you will lose some of your defense bonus if you attack. Group Invisibility has no movement penalty.
Recharge | Slow |
Minimum Level | 12 (Controller) |
Effects | Toggle: Point Blank Area of Effect |
Team Stealth, +Defense(All) | |
Enhancements | Enhance Defense Buffs |
Reduce Endurance Cost | |
Increase Attack Rate | |
Set Categories | Defense |
Phantasm
You can construct a powerful entity composed of pure light. Although made of light, the Phantasm is tangible and has powerful Energy attacks. The Phantasm can also fly and summon duplicates of itself. The duplicates are intangible, and cannot be harmed. The duplicates' attacks deal illusory damage similar to that dealt by Spectral Wounds. Only the original Phantasm can be healed and buffed. Type "/release_pets" in the chat window to release all your pets.
The real Phantasm is slightly resistant to Lethal and Energy damage, but vulnerable to Negative Energy damage. The duplicates have a strong taunting effect on critters.
Powers
- DecoyPhantasm (Pet, summon Decoy Phantasm on target, duration linked to target hit points or 30 seconds, whichever reaches 0 first)
- Powers
- Energy Torrent (Ranged, Cone, Psionic, Knockback, Taunt)
- Fly (Flight)
- Power Bolt (Ranged, Single Target, Psionic, Knockback, Taunt)
- Translucency (Auto, Untouchable, +Threat Level, +Res(Healing))
- Powers
- Energy Torrent (Ranged, Cone, Smashing, Energy, Knockback)
- Fly (Flight)
- Power Bolt (Ranged, Single Target, Smashing, Energy, knockback)
- Resistance (Auto, Self +Res (Energy, Lethal), vulnerable (Negative Energy))
Damage | Moderate (Energy) |
Recharge | Very Long |
Minimum Level | 32 (Controller) |
Effects | Summon Phantasm: Melee |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Flight Speed | |
Enhance Knockback Distance | |
Enhance Range | |
Increase Attack Rate | |
Set Categories | Pet Damage |
Knockback | |
Recharge Intensive Pets |
Phantom Army
You can fabricate 3 Phantom heroes around a targeted foe. These Phantoms are not real, and are indestructible. Their attacks are similar to Spectral Wounds. Though they deal damage, it is illusory and will heal if the victim survives long enough. Phantoms are short lived and cannot be buffed or healed.
The Phantoms have a strong taunting effect on critters.
Powers
- Decoy (Auto, untouchable, +threat level, Res to self healing)
Fire Sword (Melee, single target, psionic, taunt)
Ice Sword (Melee, single target, psionic, taunt)
Punch (Melee, single target, psionic, taunt)
Hurl (Ranged, single target, psionic, taunt)
Power Bolt (Ranged, single target, psionic, taunt)
Fire Blast (Ranged, single target, psionic, taunt)
Ice Blast (Ranged, single target, psionic, taunt)
Lightning Bolt (Ranged, single target, psionic, taunt)
Damage | Minor (Energy/Special (Illusionary Damage Heal-Back)) |
Recharge | Very Long |
Minimum Level | 18 (Controller) |
Effects | Summon Decoys: Ranged |
Ranged Minor Damage (Energy/Special) | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Range | |
Increase Attack Rate | |
Set Categories | Pet Damage |
Recharge Intensive Pets |
Spectral Terror
You can create an illusion of unspeakable Terror. The manifestation is so horrible that it caused most foes to tremble helplessly in terror. The Spectral Terror may also Terrify individual foes, causing them to run away in panic.
Powers
- Translucency (immobolized, intangible, untouchable, Res to self-healing)
Cloak of Fear (Auto, PBAoE, fear, -tohit)
Terrify (Ranged, single target, fear, -tohit)
ResistAll (untouchable)
Recharge | Slow |
Minimum Level | 26 (Controller) |
Effects | Summon Terror: Ranged, Fear |
Enhancements | Enhance Accuracy |
Reduce Endurance Cost | |
Enhance Fear Duration | |
Enhance Range | |
Increase Attack Rate | |
Set Categories | Fear |
Spectral Wounds
Spectral Wounds convinces the target that he has taken severe damage. The illusion is so convincing that the victim can fall from the Spectral Wounds. However, the damage is not real, and if the victim survives long enough, the illusion will fade and some of the wounds will heal.
Damage | High (Psionic) |
Recharge | Moderate |
Minimum Level | 1 (Controller) |
Effects | Ranged |
+Special (Illusionary Damage Heal-Back) | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Range | |
Increase Attack Rate | |
Set Categories | Ranged Damage |
Superior Invisibility
You can bend light around yourself to become completely Invisible. While this power is active, you are all but impossible to detect, and have an extremely high Defense bonus to all attacks. Superior Invisibility is the only toggle invisibility power that allows you to attack while it is active, although you will lose some of your defense bonus if you do so. Superior Invisibility cannot be used with any other self affecting Concealment type power.
Recharge | Slow |
Minimum Level | 8 (Controller) |
Effects | Toggle: Self Stealth, +Defense(All) |
Enhancements | Enhance Defense Buffs |
Reduce Endurance Cost | |
Increase Attack Rate | |
Set Categories | Defense |
Notes
- While Phantom Army and the Decoy used by Phantasm are immune to damage, there are a few things capable of inflicting damage on them:
- Falling Damage
- Unique damage from Hamidon and the Mitochondria
- Damage caused by destroyed Weapons Caches and Containment Chambers in the Lambda Sector Trial
- Damage caused by destroyed Drawdown Terminals in the Keyes Island Reactor Trial
- Obliteration Beam, which can also hold Decoys as well as damage them, in the Keyes Island Reactor Trial
- Whirlwind Blast attack used by Maelstrom in the TPN Campus Trial
Historical
- This set has been in the game for Controllers since Issue 0.