PHANTOM ARMY
Available at level: 18
Type: targeted click summon
Damage type(s): PSIONIC/SPECTRAL (see 3c. Understanding 'Spectral' damage)
Damage potential: (individual) minor/moderate (combined) moderate/high
Recharge: Very Extremely Long
Duration: 60 SECONDS (Very Long)
Endurance cost: High
Status effect(s): TAUNT
What does it look like: Summons 3 random body-type phantom heroes dressed in blue and white bodysuits. They have a blue/white aura. They then attack using fake super strength punches (as well as Hurl), electrical blasts, ice blasts and fire blasts. All of these attacks however do not do anything but psi and spectral damage.
Animation used: Left hand outstretched, light particles appear around the hand and 3 phantom heroes appear to run into where you directed them to appear. They appear 1 at a time.
Slotting options:-
(acc/rchg/rchg/rchg/dmg/dmg) - best recharge and decent damage
(rchg/rchg/rchg/dmg/dmg/dmg) - inaccurate but high damage and recharge
(acc/acc/dmg/dmg/dmg) - pure damage, minimum slotting
(acc/acc/acc/rchg/rchg/rchg) - purely for tanking purposes
(rchg/rchg/rchg) - panic button or distraction purposes
Additional Notes:-
The phantoms are intangible, you cannot buff, heal or effect them in any way but they also cannot be effected by the enemy. The Phantoms will often choose to target seperate enemies rather than double up on single targets, this obviously means that the larger spawns aren't going to be hurt much by the PA as the damage per NPC isn't being done fast enough to overcome the Spectral damage healback.
Tal-N's notes:-
The corner stone of the most solid and risk free tactics that an Illus/Stormie has in their arsenal. The description in-game is a little misleading as these guys/gals (yes, it'll spawn either randomly) are quite capable of defeating enemies without any help. Their main role however is to draw aggro, they do this by the AI choosing them as a target above all else unless you're practically standing next to the NPC causing some massive damage. This works exceptionally well except against AVs and high level enemies like giant monsters. They tend to be smart enough to break free of the autotaunt which the army generates. (There is more on this power in chapter 5h.of the PvE Tactics section.)
All I can say is... you'd be mad not to get this power and 6-slot it.
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SPECTRAL TERROR
Available at level: 26
Type: Targeted click summon
Damage type(s): None
Damage potential: None
Recharge: Very Long
Duration: 30 SECONDS (Long)
Endurance cost: High
Status effect(s): FEAR COWER and FEAR RUN
What does it look like: Hard to describe. A ghostly visage made of light with screaming skulls and what looks like two claws hovering in the air.
Animation used: Arms are raised slowly from the side to be palm up at eye level, as if the player is attempting to lift something. Light particles trickle from the hands like water.
Slotting options:-
(fear/rchg) - more than ample
(rchg/fear/end) - regular usage, stamina-less build
(fear/fear/fear/rchg/acc/acc) - getting the most from the fear 'attack'
(fear/fear/fear) - casual use, maximum duration
Additional Notes:-
While the Terror might float in the air it will actually will fall to ground level where it will hover a fixed distance from the floor. This allows you to drop it onto enemies even when you're well out of range. However be aware that while the autohit fear aura will be applied from any distance the Terror's 'attack' will not activate unless you are within 45-50' from the Terror itself.
Tal-N's notes:-
It's rare to come across a power which works to its full potential without any slotting at all. But the Terror is it. Fresh upon getting it at level 26 you can use it and find it to be very very effective. It has two traits, an autohit PBAoE fear aura with the terror as its centre and a directed Fear attack which will be directed at enemies and usually causes them to run a short distance and cower. Very effective for soft crowd control however against bosses you need for that fear attack to hit so it stacks with the aura. Excellent in almost all circumstances but loses its effectiveness in the late game a little due to fear resistant enemies.
Very much worth getting however. (Further information on this power is available in section 5e/iii of the PvE Tactics section.)
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PHANTASM
Available at level: 32
Type: targeted click summon
Damage type(s): ENERGY/SMASHING/SPECTRAL (see 3c. Understanding 'Spectral' damage)
Damage potential: Moderate/high
Recharge: Very Extremely Long
Duration: Permanent unless killed or zoning
Endurance cost: Extreme
Status effect(s): KNOCKBACK
What does it look like: A male human figure made totally of light, the 'body' is invisible with only the vibrent light aura showing its outline. Quite spectacular.
Animation used: Raises arms and is surrounded by an aura of light as if copying yourself into the image of the Phantasm.
Slotting options:-
(acc/dmg/dmg/dmg) - ideal minimum slotting
(acc/acc/dmg/dmg/dmg) - saving slots, best damage
(acc/acc/dmg/dmg/dmg/end) - stamina-less build, best damage
Additional Notes:-
The duration of the phantasm means it's essentially perma, the devs said it will vanish given enough time but it would take ages. Do remember that it'll not zone with you so don't go summoning it before entering a mission as it won't be there when you get inside. The phantasm will also produce a decoy phantasm of itself which is intangible like the Phantom Army decoys are, it deals 100% spectral damage while the true phantasm does 100% energy/smashing damage. The phantasm's decoy is also 'attached' to a specific target so if that target is defeated then the decoy vanishes until its resummoned by the Phantasm on another target.
Tal-N's notes:-
If the phantom army is the pocket-tanker and the spectral terror is the pocket-controller then the phantasm is a a pocket-corruptor... yes, it's odd but the phantasm is slightly better with damage than a defender but slightly worse than a blaster. So a corruptor from the villain side is about as close as you'll get. It's handy, it's flexible and half the time you forget it's there beside you kicking some villainous butt. The modest stats don't seem like much on paper but the phantasm decoy is really what keeps the phantasm alive as the decoy is summoned in the thick of things so it tends to take the aggro a lot of the time. It is however a little bit of a liability due to the knockback not being very helpful with things like freezing rain or spectral terror which are fixed location AoE. But then again all pets have their drawbacks. It's worth taking as the extra firepower is very much worth it, however its not essential by far. It is however your ever-loyal bodyguard. (Please see PvE section 5e/iv for more details on Phantasm)