Local_Man

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  1. Overall it is very similar to the build I recommend in my Illusion/Radiation guide, but with a few small differences.

    Radiation Infection should be slotted for ToHit Debuff over Defense Debuff. So use the Dark Watcher set rather than the ones you have. If you can afford (or get) them, even better is 3 Enzyme Hami-Os (ToHitDebuff/DefenseDebuff/EndRdx). Move a one slot here from Enervating Field. EF should only have 2 EndRdx, as the third EndRdx only saves you .07 End -- virtually none.

    Lingering Rad is perma with a single Accuracy, so you can move those two slots. I suggest moving them to AM to finish out 6-slotting the Efficacy Adapter set.

    SERIOUSLY consider changing Fallout to Fireball. Fallout is very, very situational -- it can only be used when a teammate dies in the middle of a crowd of foes -- and you live long enough to set it off. Fireball is something I use constantly. It is one of my main damage powers and recharges in only a few seconds. You will get far, far more use out of Fireball.
  2. Quote:
    Originally Posted by Yomo_Kimyata View Post
    Just a thought: I have been playing around a bit with the Stone Mastery on other controllers, and if you can find a way to 6 slot Fissure, I would think that 5 slotting it with Absolute Amazement (all but the proc) and a FF +recharge would be, well, absolutely amazing. The two trollers I am looking at this with are earth/sonic and elec/thermal, so they actually need to slot fissure for damage, but a grav/storm should be able to get enough damage from its primary and secondary to have a luxury to slot Fissure for stun.

    edit: dummy me, you already have AA in thunderclap. Nothing to see here, move along... =)
    Not only that, but Fissure is a Damage power with a chance for Stun, not a Stun power. There is a 50% chance for a Mag 2 Stun, and a 50% chance for a Mag 1 Stun. So Minons have only a 50% chance to be stunned, and lieutenants have a 25% chance. It is much better to slot Fissure for Damage than Stun.
  3. Quote:
    Originally Posted by Hercules View Post
    Thanks for the suggestions. I'll have to make a few substitutions as some of these items are quite expensive. 300m for an HO! - I might have to join some more Hami raids.
    I used to be one of the leaders for the "Drop Team" for the old Hami-Raid, so I still have a bunch of Hami-Os from those days. I have only run the new Hami-Raid 2 or 3 times after the first few weeks -- I find it to not be as much fun as the former raid, which was mostly a social event. We would just hang out in the air over Hami, dropping Phantom Army and chatting and trying to come up with the funniest comments.

    I have also run a LOT of Statesman's TFs, which can drop the Synthetic Hami-O. It is the exact same as a standard Hami-O except for the name.

    You don't need all those Hami-Os, but there are places that Hami-Os can really provide a nice benefit over even IO sets.
  4. I have several */Stormies, and I have the Chance for Hold proc in Lightning Storm most of the time. It hits enough to be noticable, but I would not call it all that significant. However, it really fits to have the Lightning Storm result in a tesla cage, so I keep it in there.

    My playstyle solo is variable, but is often substantially dictated by leading Singy to tank for me. I use invis to drag him into melee, then back off to shoot at foes while he draws the aggro. Thus, I tend to stay at range more. Hurricane is wonderful for that. Any foe who looks at me funny and runs towards me gets hit with the ToHit Debuff and repel. Then he gets an old rusted Chevy in the face. I also use Wormhole-CF-Freezing Rain while using Hurricane to shove foes into a corner or cul-de-sac. Lightning Storm and Tornado while I clobber one with GD-Crush-Propel.

    Singy makes a great tank. However, if you are trying to be in melee, doesn't he knock foes away? Sometimes I will stand with Singy on my head, running Hurricane. The foes run to us, get knocked away and debuffed, and I can pick them off one-by-one.

    The ToHit Debuff in Hurricane is signficant, but it is still highly resisted by AVs. Still, fully enhanced it makes a difference especially when I add Ice Armor.
  5. No offense, but in my opinion, this build needs some work. I have 2 Fire/Rads at 50, so I have some experience with the build. A key to a good Fire/Rad is recharge -- you want Flashfire up as much as possible. You kind of half-heartedly slotted for Defense. Use enough control and you don't need defense. But if you are going for Defense, then really go for it. Go with the Earth APP and slot for S/L defense. I prefer the Psi APP for Indomidible Will (to stop your toggles from being turned off by mez).

    As for Choking Cloud, the power is worthless unless fully slotted. If you aren't going to 5- or 6-slot it, then skip it. My Illusion/Radiation guide gives the details on the power and how it works. For an Ill/Rad, Choking Cloud is skippable. For a Fire/Rad, Choking Cloud + Hot Feet are the key powers around which the entire combo is based. CC pulses every 5 seconds, so the longer you give the power to hit, the better chance it will hit.

    The key strategy with CC+HF is to turn them on and leave them on most of the time. From Range, hit a group with Flashfire+Fire Cages. Then run in with CC+HF and the imps trailing behind. As you stand in the middle of the group, they will be held and their health will be eaten away while the Imps chomp away. Use Char on any Bosses or foes who break out of the Choking Cloud hold.

    Ring of Fire: OK power, but skippable even solo. (I skipped RoF on both of my level 50 Fire/Rads, and took Air Superiority instead . . . the knockdown works well with giving more time for Choking Cloud to hit. Take Char at level 1, Fire Cages at 2.

    Radiant Aura: 5 slot with Doctored Wounds.

    Char: The Lockdown set is OK, but you will get a lot more benefit from 4 Baz Gaze, then add some Acc/Dam and Damage (I use an Acc/Dam Hami-O and a common Damage). The 4 Baz Gaze has good recharge.

    Radiation Infection: Defense Debuff has limited benefits due to the 95% ToHit cap. This power is better slotted with 4 Dark Watcher ToHit Debuff. Or even better . . . 3 Enzyme Hami-Os (ToHitDebuff/DefenseDebuff/EndRdx). If you have a spare slot, then the Achilles Heel Resistance proc is nice here.

    Fly: Since I-18, Fly is capped for Flightspeed with no Flightspeed enhancements. Most of the time, I just slot an EndRdx in the default slot, but you can use that Zephyr -Knockback if you like. Putting Flightspeed in Fly is a complete waste of slots. (A lot of people don't know about this, but you can check it with your combat stats.)

    Fire Cages: This power does mininal damage. You will actually get more damage from procs than slotting the power for damage. If you can afford it, I strongly recommend the Gravitational Anchor Chance for Hold proc in this power. Even better, 5 slot the Grav Anchor set (Skip the Immob), and add the Posi Blast Chance for Energy Damage.

    Hot Feet: Oblit is a nice set, but there is almost no EndRdx in it and Hot Feet uses a lot of endurance. Use the Multistrike set, or you can frankenslot. One option is Dam/End and Acc/Dam/End from Scirocco, Dam/Slow and End/Slow/Rech from Tempered Readiness, Acc/Dam Hami-O and a common EndRdx. That caps Damage and Endrdx, good accuracy and adds some Slow. The Slow keeps foes in the range of CC+HF longer. Capping EndRdx is key if you are going to run CC+HF all the time.

    AM: I prefer the Efficacy Adapter set, which includes some Recharge.

    Flashfire: I would take it at 12, but that's not that big a difference.

    Cinders: 4 Baz Gaze and an extra Acc/Hold/Rech (Essence of Curae works.)

    Enervating Field: 2 EndRdx.

    Stealth: This is a wasted pick in my opinion. Put a Celerity Stealth in Super Speed if you want invisibility. You don't have enough defense to make this worthwhile.

    Combat Jumping: 4 slotting it is a waste of slots. LotG Recharge is all you need.

    Fire Imps: Consider 4 Expediant Reinforcement (skip Dam/End and the Resist proc) and add Dam/Rech and Chance for Build Up from Soulbound (the purple pet set, which is not all that expensive). When the imps die, you can re-cast them quickly.

    Choking Cloud: If Frankenslotting, go for Hold/EndRdx, and add the Lockdown +2 Mag proc here, not in the other holds. Due to the unusual way that CC stacks mag, that proc has more benefit here than in the other holds. If you have the Infl, 4 Unbreakable Constraint (including the proc), the Lockdown Proc and a common EndRdx is great slotting, but you will need some extra Recovery.

    EM Pulse: 4 Baz Gaze.

    APP set: I prefer the Psi Set for Indomidible Will, Psi Tornado and Mind Over Body. Mental Blast is optional. (World of Confusion is not good.)
  6. I took a quick look at your build and have a few things for you to think about. My Grav/Storm was mostly built to solo, but can play on teams well. Still, most of his power choices were made with solo in mind.

    You have "Chance for Hold" in several powers. The question is how much benefit you are getting from those. Often it looks like you are getting more benefit than you actually are because the tesla cage showing that the proc hit will play even if the foe is already held. The actual benefit for the proc is pretty small. The chance for Hold proc in a single target hold only provides a benefit around 2.4% of the time. Are you playing mostly solo or on teams? If solo, you will get a lot more benefit from slotting damage. That may be true even with a team build.

    Lift: Crush does more damage. With your slotting, Crush increases your damage from 49 to 59. Trade out the chance for Hold with a Dam/End, and your damage goes up to 63. Another advantage of Crush? It sets up Containment for Propel. On my Grav/Storm, I use the attack chain of GD-Crush-Propel. If GD misses, I still get Containment from Crush. And doubling the damage of Propel is pretty important.

    Gale: How often do you use this? I rarely use it, but when I do, it is a "get out of my face" power. It has an accuracy penalty, so Accuracy is more important than that proc.

    GD: My slotting is 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage.

    O2 Boost: I find it skippable on this build. You can't heal Singy, so it is worthless solo. It is a weak heal otherwise. I would rather have both Snow Storm AND Hurricane. I tend to use Snow Storm a reasonable amount for the -Recharge. Add that to the -ToHit in Hurricane and you don't get hit much. (I did not build my Grav/Storm for Defense.)

    Crushing Field: Lethal damage is often resisted. Energy damage is less resisted, so you could replace the Trap proc with Posi Blast proc.

    Steamy Mist: I would increase the Defense slotting over Resistance -- 4 slot LotG. Resist only applies to 3 damage types, and stacking for Defense has more benefit. (Plus, your Alpha slot is adding some Resistance.) You could 4 slot LotG, then add the two procs from Steadfast for a small Recovery bonus.

    Fly: Since I-18, Fly is automatically at Flight speed cap. Slotting Flightspeed in Fly is a waste, and Flightspeed in Swift only affects Hover. I would put an EndRdx in Fly and a Run speed in Swift.

    GDF: Get rid of the Lockdown proc. 5-slot this with 4 Baz Gaze and and an Acc/Hold/Rech from any other set. That will free up a slot.

    Freezing Rain: There are a lot of options with this power. Most of the time, I slot it for Recharge and procs, starting with Achilles Heel. If you want to raise your S/L Defense, you could put the 6th Shield Breaker in there.

    I have the Ice APP on my Grav/Storm. Hibernate is great for recovery of both health and endurance. Ice Armor and two ranged AoE attacks.
  7. Quote:
    Originally Posted by David_Yanakov View Post
    While I do like /Rad as an excellent set, in my experience the endurance drain from it is enormous and difficult for me to deal with on a fast paced team unless I'm lucky enough to team with a kin or a cold who understands that not just the melee blokes need a blue bar to function. I'm trying to avoid making a build that will only function well on single targets. Being able to lock down half a spawn with single target holds is of as much value to me as being able to put a mag 6 hold on one target for a minute and a half with the click of a single button.
    Hmmm, I have Ill/Rad, Earth/Rad, 2 Fire/Rad, Plant/Rad at 50 and an Elec/Rad at 45. I've not had the kind of problems that you describe. Many of them hit 50 before IOs were available. With IOs, it is fairly easy to get enough EndRdx and Recovery bonuses to easily handle the endurance demands of Radiation. I don't use EM Pulse all that often, but even the Recovery stoppage (not endurance drain . . . it stops your Recovery) can be covered with a blue Insp.

    Quote:
    There have been very interesting points made regarding pets. I hadn't really thought of them before this discussion as they seem to be fairly unreliable in my own experience. A good quarter of the time they seem to hold back until the fight is mostly over or go after a completely different target than the one you're trying to engage.
    Animate Stone a/k/a Rocky is one of the best behaved pets in the game. He generally throws a rock from range, and then runs in to cycle his attacks. He uses Seismic Smash pretty regularly.

    Quote:
    I am starting to think that TA may not be the best set even tho' EMP arrow makes a good mule for another basilisk 4 piece bonus. The build is in progress and transferring the enhancements will take effort but is doable.

    Thank you very much for the information on force feedback. I'm going to have to think long and hard about it. I've been trying to avoid hasten as the endurance crash that comes with it has killed me a few times when I wasn't being careful but it may now be unavoidable.
    TA is a fun set. I wouldn't be afraid of the -Recovery from EM Pulse Arrow. Just like Rad's EM Pulse, the Arrow has a fairly short time (15 sec.) where you can't recover endurance but that can be made up for with a Blue Insp.
  8. Quote:
    Originally Posted by Psiphon View Post
    Thanks for the reply, what are your thoughts on Fire/Cold? Idealy that's what I'd like to make but as I said above, I've got concerns with the synergy.
    Both Fire and Cold are great sets. I agree that there are some questions about the synergy, but there are some positives, too. Fire has good damage that will be supplemented by Cold's Resistance Debuffs. The Imps will be a LOT more durable with Cold Shields. If that's what you want to make, try it! Understand, however, that both Fire Control and Cold Dom are late blooming sets. You won't really have a good idea on how good they are until probably your 40's.
  9. Quote:
    Originally Posted by Pyro_Master_NA View Post
    I might be a bit biased here, because my main is fire/rad, but I would say if you want to get as much mag as possible to go with /rad instead. CC slooted as Local_Man suggests will get you about 4-5 mag always on and with Seismic, you'll already be in melee range. Then I would use Ring of Fire with a Grav Anchor hold proc and Decimation proc on it to fill in gaps in your attack chain now that Ice Arrow is gone. I didn't check the build you had posted, but make sure you find room for a lockdown proc in SS as well if you want max hold. Powerboost was on one of my old builds and it's great for bosses, but I think over time, Seismic Smash will be better.
    Some nice ideas here, as I have found that Seismic Smash's hold is very effective and the power recharges pretty quickly. But I would suggest putting the Grav Anchor Chance for Hold in Fire Cages where it will be more effective overall. Then you can put the Devastation Chance for Hold in Ring of Fire since it takes Ranged Damage sets.

    Don't forget that Rad also has EM Pulse in addition to Choking Cloud, allowing another hold power (and it fires off fast but has a long recharge). It also has the defense debuff in Radiation Infection, helping your holds hit more frequently.

    If you are not stuck on Fire, another option would be Earth. Fossilize is like other single target holds, but with Defense Debuffs in Earth to help your other powers hit. Volcanic Gasses is the key . . . it can stack holds all by itself (it creates psuedopet geysers and lasts a while) enough to hold a boss. And then Rocky has Seismic Smash for another hold. You can put that Force Feedback proc in Earthquake. So if you really wanted to build for maximum hold, Earth/Rad/Earth could be a great choice. Grav Anchor Chance for Hold in Stone Cages and Devastation Chance for Hold in Stone Prison.

    Plus, Rad has AM for 30% Recharge. Add Hasten for 70%. With all that, you don't need those Force Feedback procs much.
  10. So far, Electric Control is not all that great to me. It has too many weeknesses. I have an Elec/Rad at 47, and I'm working on an Elec/Earth dom. The big problem is that it is a low damage set so it needs to team to level up at a good rate. However, because it relies heavily on the AoE sleep, Static Field, and many types of teammates have AoE DoT powers that make disrupt the sleep. If there is another controller on the team with an AoE Immob that has -knockback, then Jolting Chain is worthless. The Chaining confuse power takes so long to take effect that teammates often enter combat before it has any significant effect. And the Gremlins are fairly fragile and do a disappointingly low amount of damage.

    If you want to try Electric Control, try pairing it with Rad. Choking Cloud and the Rad debuffs add a lot. I'm not sure I would choose to pair it with Cold.

    I have an Illusion/Cold at 50. He is wonderful on TFs as the single target debuffs help the team take down AVs embarassingly quickly. I think Illusion/Cold is a great pairing, since Illusion mainly focuses on single target damage so the single target debuffs work well. Cold's debuffs help Phantom Army do more damage. Cold's Snow Storm adds a lot to Illusion's AoE soft controls.

    Plant focuses more on AoE control and damage. Certainly Plant/Cold will ge a good character, but I'm not sure that Plant is the best pairing with */Cold.

    Mind/Cold should be a good character, as Mind has a lot of AoE control but single target damage. I think that Mind/Cold should be good. Grav/Cold should be good if you can like Gravity Control. (Just got my Grav/Storm up to 50 last week.) Gravity is a unique set that is pretty weak on AoE control but has good single target damage if you have enough patience. I like it better solo than on teams.
  11. Interesting idea, but I'm not convinced that adding the Provoke set or Choking Cloud is really providing much of a benefit.

    Choking Cloud: My Ill/Rad guide explains the mechanics of this power -- it really needs to be fully slotted for Hold, and then get as much EndRdx as you can. But it takes a while for Choking Cloud to take effect, and it is unreliable as a control. It works to, after a while, hold Minions and hold some Lieutenants, but not bosses. Works great on a Fire/Rad where you can start with Flashfire-Fire Cages, then run in with Choking Cloud and Hot Feet. Works with an Ice/Rad, where you can start with Ice Slick and then run in with Arctic Air and Choking Cloud. Works with an Elec/Rad, where you can start with Static Field (or Synaptic Overload), then run in with Conductive Field and Choking Cloud. Illusion really doesn't have a secondary power that works with Choking Cloud to make it effective. An Ill/Rad really has no reason to be in melee unless you are about to fire off Flash or EM Pulse, but Choking Cloud requires you to be in melee.

    Spectral Terror alone is effective AoE control against foes who are not resistant to fear. But more important is the "control" provided by the distraction from Phantom Army. Rather than a single target fear, Deceive will handle foes who are not pulled in by Phantom Army. Stay Invisible and Deceive any foes who notice you or any problem foes -- since it doesn't draw aggro, you can easily stack it.
  12. I went with Clarion for those situations where AoE Mez powers are flying around. Rebirth or Ageless also have some appeal.
  13. Take a look at my Earth/Rad guide. It is a little old, but has a lot of great info in there to help you with this build. My view is that Earth/Rad is a ranged AoE controller who should generally be letting the tank or other melee teammates get the aggro before unleashing his AoE controls. As a result, there isn't that big of a need for all that Defense. Although you may faceplant once in a while, your main job is to provide lots of AoE control to help the team take less damage and kill stuff faster.

    I'm not saying that Defense is necessarily bad, but it should be a much lower priority than making your controls effective and up frequently. The defense from your build is fairly minimal . . . 9% - 11% from Maneuvers and Weave -- not worth 4 power picks. If you really want to build for Defense, you have to go for it . . . take a Defense-based shield and slot for s/l Defense. My personal opinion is that aiming for high defense will make you a less effective controller.

    The order of taking powers makes a difference if you ever exemp to do lower level TFs or missions. In my guide, I have a suggested leveling up build. The guide was written before inherent Fitness, so there is a lot more room to add a few other powers.

    Stone Prison: Chosing this for damage is OK if you want to solo, but it is skippable on a team controller. You have slotted the Decimation set here, which is good. I notice that you have Fossilize slotted with the Decimation set too. (We'll talk about Fossilize in a minute.) Why the Chance for Build Up in Fossilize (with an 8 second recharge) rather than Stone Prison (with a 4 second recharge)?

    Fossilize: If you are slotting for Recharge, try 4 Basilisk Gaze, and then finish out slots 5 and 6 with an Acc/Dam Hami-O and a common Damage IO.

    Stone Cages: Replace that Immobilize with the Chance for Hold proc. That proc is wonderful in a fast-recharging AoE Immob.

    AM: The Perf Shifter proc belongs in Stamina, not AM. I prefer to slot AM for 6 Efficacy Adapter for Recharge and other great bonuses. If you aren't near to perma AM and Hasten, you can use 5 Efficacy Adaptors and a common Recharge in the 6th slot.

    I would move Quicksand much earlier and have Stalagmites at 12. I use Quicksand underneath all my other AoE controls for the wonderful slow+25% Defense Debuff. Quicksand is a great power than can be used strategically.

    I'm not a fan of the Fighting Pool for an Earth/Rad controller. 3 power pics for a fairly small amount of defense. Not worth it unless you have a lot of other defense to stack.

    Earthquake: No need to slot Earthquake for Defense Debuff . . . you have Quicksand and other Earth powers already doing huge amounts of Defense Debuff and more has almost no benefit because of the limits on ToHit/Accuracy. Earthquake should be slotted for Recharge. You could do damage procs, or you could slot it for ToHit Debuff. (The Dark Watcher set has another 5% recharge bonus for 4.)

    Ling Rad: If you have enough Global Recharge, you only need to slot a single Accuracy in Ling Rad. (It requires a hit roll.) Add a Recharge if not perma. The main benefit of Ling Rad is the -Recharge and -Regen, neither of which can be enhanced. No need to slot it for Slow since Quicksand + Ling Rad is way, way over the slot cap of 90%.

    Volcanic Gasses: It needs to be slotted for Hold duration and Recharge, due to the unique nature of the pseudopets it spawns. You want this up as much as possible. Add the Lockdown +2 Mag proc and/or other damage procs if you can.

    Animate Stone: Rocky has high Resistance. Adding more Resistance will make him nearly unkillable. I like to use 4 Expediant Reinforcement (including the Resist proc), the other Resist proc from Sovereign Right, and then an Acc/Dam Hami-O to cap out his damage. That makes him nearly invulnerable and hit really hard.

    Tactics is a wasted pick on an Earth/Rad. You have so much Defense Debuff from all your earth powers and RI, that you should always be at the 95% to hit cap.

    Psi Pool? It's OK, but you really shouldn't need Indom Will if you are playing with the right strategy. Fire, Ice or maybe one of the PPP sets.

    If you skip the Fighting Pool, you should be able to fit in some nice situational powers, like EM Pulse (one of the best AoE Holds in the game) and Mutation. You can take Fallout earlier and have another epic power pick.
  14. I can't quite agree with your assessment of Storm's last two powers, especially from the point of view of a controller. Controllers often need more damage, and Storm is the only secondary that provides two powers that can produce significant damage.

    Lightning Storm is pretty obvious . . . a cool-looking immobile pet that does decent damage, and you can get more than one out at a time. The Pet Recharge nerf hit LS hard, but it is still a great power.

    Tornado is a pet that deals significant damage over time. It has knockback and stun. And very important -- it is AUTOHIT. So all those tough-to-hit targets like Fake Nemesis who hit their PFF or Paragon Protectors who hit MOG can be wiped out with Tornado. Tornado on an AV does a lot of damage . . . by doing damage over time to counter an AV's Regen, it is Storm's version of -Regen. With foes who can't be knocked back or with the use of -knockback powers, Tornado is a great damage tool. Without -knockback, Tornado becomes a source of Chaos, which can be a great panic button power for when too many foes get out of hand.

    Not only that, but trapping foes in a closed room or cul-de-sac with Hurricane, then unleashing Tornado and Lightning Storm, becomes a great way to deal with foes when you have a low-damage primary.
  15. This is a nice guide for one of the best (arguably the best) armor set. So far, I have a Broadsword/Shield and an Elec/Shield scrappers fully softcapped. I'm working on my Shield/Superstrength Tank. One small suggestion: Posting the builds rather than only the data chunks would make it easier to read for folks who don't have Mids available -- some people like to paruse the forums on a computer where they cannot download Mids. Also, Mids does not work on Macs.

    One thing I have to say for Broadsword/Shield. Not only is it thematically great, but since Perry adds Melee defense, you don't have to worry about building for Melee Defense. This makes a Broadsword/Shield Scrapper very, very easy to softcap since you only need to focus on Ranged and AoE. A single Perry will put my Melee defense well past the softcap.

    Furthermore, the Melee defense sets tend to be far more expensive than Ranged and AoE defense, so if you want a softcapped scrapper that does great damage on a budget, Broadsword/Shield is a great option. Shield Charge-Whirling Sword-Slice is pretty good AoE damage, with Headsplitter also being a narrow cone.
  16. Cold is a late-blooming set, with its two best powers coming at 35 and 38. Illusion/Cold and Plant/Cold have good control and damage powers early, helping you through those low levels. Grav/Cold, too.

    If you can wait long enough for two late blooming sets, Fire/Cold should be excellent.
  17. Local_Man

    Ill/emp build

    Quote:
    Originally Posted by Chuckles07 View Post
    It seems like people think I'm neglecting control in this build. I think I'm misunderstanding somehow. I took all the control powers, and am able to keep up an almost seemless chain of confuse/blind, I can keep PA out perma'd, and spectral terror recharges in under 12 seconds. So whats the control part that I'm missing?

    Illusion control is unlike other control sets. It controls through misdirection and distraction. Doing damage is part of the set. Invisibility is a significant part of the set -- it has two powers devoted to it. The AoE control mainly comes from drawing aggro to the PA and fear from Spooky. The goal is to keep foes from noticing the Controller until it is too late . . . when the foe is held and then defeated.

    As a result, Invis goes a long way to protecting the controller . . . I have very little defense on most of my Illusion controllers. I usually don't need it because the foes never see me. Illusion is an offensive set that takes out the foes rather than waiting for teammates to do it.
  18. Quote:
    Originally Posted by Yarrdware View Post
    Personally, I prefer the idea of guides being posted on Paragon Wiki. Easier to keep up-to-date and allows for multiple contributors.
    I agree with Draggynn. ParagonWiki is a wonderful resource of facts broken up into researchable bits. Guides are where we take gobs and gobs of information, mix it up with our own opinions and experience, and put it all together. The Wiki is not the place for recommendations on builds or suggestions on strategy.

    Certainly the great folks at Titan Network could put together a place for guides, but it doesn't quite fit in with the Wiki.
  19. Local_Man

    Ill/emp build

    Quote:
    Originally Posted by Chuckles07 View Post
    It was a bummer to drop spectral wounds, but it became harder and harder to fit. I have 5 6.25 rec sets, so adding another decimation wouldn't help and I'd probably be taking the slots from heal other, which would lose me a 5% set. Also its not like this toon wont be able to bring a lot of damage to bear with all the pets, so I picked what I thought was the lesser of two evils.
    The Blind-SW-Blast-SW attack chain will far outdamage your pets. Blind sets up Containment for the SW-Blast-SW part. The Illusory damage is SW makes it a very powerful attack as long as you can take down foes before the heal-back. In my Ill/Rad guide, I discuss the reasons I suggest that an Illusion controller should focus on taking out minions and lieutenants first . . . because you can take them down fast, you get to keep the Illusory damage. (PA and Phanty's decoy also do Illusory Damage which you can keep if you kill off the target fast enough.) Killing off the minions and lieutenants quickly will also focus your pets on the tougher targets. I actually six-slot SW to include the Chance for Build Up from Decimation, with an Acc/Dam Hami-O to cap out the damage and add a bunch more accuracy.


    Quote:
    I switched up blind, I was thinking the proc might help some on locking down AV's, but instead think I may slot the purple hold damage proc in it, or I might grab the purple ranged set's pure damage one.
    I haven't actually done the calculations on those purple procs. The standard procs do less damage than slotting the power for damage -- don't forget about Containment doubling the damage. Mids doesn't show damage from Containment.

    Quote:
    Flash is pretty much a set mule, if I really need it, I'll pop a yellow first.
    That's OK, but it can be a useful control power and is your only power to set up AoE Containment.

    Quote:
    The build up proc will reduce the recharge too much, but the purple Acc/Rech and Dam/Rech keep it perma, thanks.
    Check the numbers. My slotting of 4 level 50 Expediant Reinforcement (excluding the Dam/End and Resist proc), plus Dam/Rech and Chance for Build Up proc from the Soulbound set will cap both Damage and Recharge. It is used in most Perma-PA builds.


    Quote:
    I've debated dropping Clearmind for Group Invis, which I might go for. Not having played an emp, or ill before, does summoning or healing/buffing suppres some of the stealth from Super speed/stealth? With no mez protect, its not all that likely I will be taxing folks to the end, recall would be nice, but simply doesnt fit what I want
    Drop Clear Mind? No, I would not suggest that. Drop Absorb Pain or Resurrect fist. Drop Leadership first. Most Emps don't take Absorb Pain -- with Heal Other well slotted, it just isn't needed. Res is a "nice to have but skippable" power. Personally, I would drop Assault and Absorb Pain to fit in SW and either SI or GI. I prefer SI because I don't want to have to remember to keep re-casting it and don't want it to run out an an inconvenient time.

    Summoning PA, Spectral Terror or Phantasm does not suppress stealth. (The pets, however, will draw aggro to you if they die/disappear.) Even more important, using Deceive does not suppress stealth. Healing and buffs do not suppress stealth. This is why Ill/Emp makes such a good battlefield medic.

    Recall Friend will help you pull teammates out of battle if needed, as well as stealth missions. It is not essential, but very nice to have and I would take it over Vengence.



    Quote:
    Pets proc with reactive and are more automous. Poison Ray will increase all my pets damage, and is the only way this toon is going to increase the kill speed of PA.

    I'm not trying to create a pure healing toon, that is pointless and would be boring, I'm trying to create someone who can add to the team, but is able to fire and forget some of his powers. Masterminds pets can sometimes require a lot of attention, so I'm trying to simulate a MM with tougher (Phantom Army) pets.
    Fire Blast and Ice Blast recharge in 8 seconds before any enhancement. Poisonous Ray recharges in 25 seconds before any enhancement. You can't get an attack chain with PR like you can with Fire or Ice Blast. Plus you get an AoE attack, a defensive power and a utility power. Will that be better than the PPP Mace set with its extra pet? Hard to say. I think it is because you choose your targets rather than relying upon the game's AI.

    Illusion controllers pay quite a bit differently than Masterminds . . . the focus is different. An Illusion controller's main job is to control, with buffing/debuffing next and damage third in line.
  20. Local_Man

    Time Bomb

    Quote:
    Originally Posted by fibblins View Post
    here's a quick tip on how and when to use Time Bomb effectively

    Times when time bomb can be effectively utilized:





    hope this helps

    I have Time Bomb in my build for my DP/Dev Blaster and plan to keep it. I find it fun to use solo . . . I spot a group, back away and set up several trip mines around a corner, and throw Caltrop on the spot. Then I run into the group (with Superspeed+Cloaking Dev) and set Time Bomb. Run back around the corner behind my Trip Mine field. Kaboom! and the survivors come to find me, run into the trip mines. Yeah, it takes too much time, but not everything in the game should be about killing stuff fast. Fun is good . . . even if everything is not optimized.
  21. Local_Man

    Ill/emp build

    I can help on the Illusion side. Please note that I view this as a controller, not a healer with control powers. As an Illusion controller first, you can do a lot to prevent damage before it needs healing.

    No Spectral Wounds: You are giving up the ability to do decent damage and take down foes fairly quickly. To me, this is the same as those "pure empathy" defenders who don't take their attacks . . . a waste of a large part of the benefit you could be providing to the team. With SW, you can contribute to taking down foes and solo; without it, you have a gimped build. SW is going to need 5 slots usually, for the Decimation set to add more Recharge.

    Blind: the Lockdown proc isn't a good use of a slot. It gives a 15% chance for an extra 2 mag, so it will only work on bosses. 20% of those bosses will be held by Blind anyway (that "overpower" you see). So that proc is only effective on 15%x80%x(percent of bosses). Assuming Bosses are about 20% of foes (which is probably high), it ends up that the proc only has an effect on 2.4% of all foes. Replace that proc with an Acc/Dam Hami-O (or an Acc/Dam from a set if you don't want to get the Hami-O) and you will hit more often and cause damage to 100% of the foes hit.

    Flash has a 20% accuracy penalty. See if you can get a 5th slot for an Acc/Hold/Rech or just more accuracy.

    Phantom Army: Drop the Dam/End for the Acc/Rech, then trade out the two Rech commons for the Soulbound Dam/Rech and Chance for Build Up. You get capped Damage and Recharge, a damage buff from the build up (which triggers often with three pets) and a 16% Regen bonus. The purple pet IOs are usually fairly inexpensive.

    No Invisibility. I see you have Superspeed with a Stealth IO at level 49 . . . which is OK if you never exemp. One of the strengths of an Illusion controller comes from its invisibility -- you can lead your pets into battle without being seen. You can Deceive tough foes before the fight begins. I have always felt one of the main benefits of Ill/Emp is the ability to run around the battlefield invisible, pulling foes off teammates with Deceive and Phantom Army while healing/buffing teammates. Recall Friend lets you act as team spy, stealting missions. If you find a glowie, you can handle it by deceiving that foe or two near it, or even sending out PA to draw aggro away while you click the glowie in safety. It makes you much more useful to the team.


    On the APP choice, I prefer Ice and Fire for the quick single target blast. Blind-SW-Blast-SW lets you take down minions and lieuts fast, before the Illusory damage fades back. This increases your damage substantially. Ice gives you a Defense armor if you want, and Hibernate, an awesome "panic button" power to save yourself so you can save your teammates.
  22. Quote:
    Originally Posted by Airone6120 View Post
    Im gonna roll through with the Illusion / TA... Since i already have a earth/ rad.

    Fire cold also seems real nice.
    Illusion/Trick Arrow is a great combo. I have one at 50. (Of course, I also have Ill/Rad, Ill/Storm and Ill/Cold at 50, as well as 8 other controllers at 50.) I think that Illusion is the best primary for Trick Arrow. (However, Trick Arrow is not the best secondary for Illusion, but TA is still very good.)

    My playstyle for Ill/TA is a pure ranged controller. Send in Phantom Army, stand back and fire off the debuff arrows, then Spectral Terror and pick one foe to take down with Blind-Spectral Wounds-Fire Blast-Spectral Wounds. Renew Debuffs as needed. I use Oil Slick Arrow when PA were recharging or if I wanted a bunch of AoE Damage. (Oil Slick hit by Fireball is awesome.) Use Ice Arrow+Blind to stack holds on bosses. Use Entangling Arrow and/or Deceive to keep foes at range. (Entangling Arrow works well on AVs.)

    I skipped Flash Arrow (don't need it if you are invisible), and Flash while leveling -- Flash requires you to run into melee, and I stayed out of melee. I added the Medicine Pool for Aid Self, which really helped.

    My Illusion/Rad guide may still help you with the Illusion powers and some strategy on using the Illusion powers.
  23. Quote:
    Originally Posted by Airone6120 View Post
    Any advice on what primaries would be good for holds, and Aoe's and some damage. Also what secondary would be a good combo.
    Looking for mainly veterans who play controller types only.

    TY airone
    That request is a bit vague. Team, solo or mixed? Ranged or Melee? AoE or single target damage? When you said "Aoe's," did you mean AoE control or damage?

    Controllers vary more widely than other ATs. Fire/Kinetics are well known as superior farming characters for great AoE damage. Ice/Therm does very, very little damage. Gravity/Storm is a fun solo character. Elec/FF will take you forever to solo.

    All controllers have at least one single target hold and an AoE Hold. If you are looking for a great AoE control character from range for teams, Earth Control is best. AoE damage? Fire and then Plant. Single target damage? Mind, Illusion and Gravity. Melee control? Fire, Ice, Electric. Ranged control? Mind and Earth.

    Illusion is, in my opinion, the best all-purpose controller -- an Illusion controller can solo, small team or large team equally well. Plant is great for good AoE control with AoE damage.

    As for secondaries, it can vary widely on what you want to do. Team vs. Solo makes a big difference. Rad is the best all-purpose secondary. Storm is great solo or small teams, but has to be somewhat limited for team play. Cold is great for taking down tough targets. Kinetics provides huge damage buffs to teams and damage-oriented builds. Empathy for team buffing and healing. Trick Arrow for debuffing foes and some damage in late levels. Therm, Sonic and FF for buffing teammates and a few other tricks.

    With nothing else to go on, take a look at my Illusion/Radiation guide for a very flexible character. The link in in my sig. Pretty much everyone could recommend their favorite controller combo without more to go on.
  24. I have a few quick points on how changes I would make to your build.

    Fissure: Sometimes a little damage is a good thing. Change those two Lockdown for An Acc/Dam Hami-O and a common Damage.

    Transfusion: That Regen/Recovery proc will only work when you actually use the power and for 120 seconds later. I would find a slot to move it to Health, where it will always be on.

    Stone Cages: This power uses a lot of endurance. Swap out the Immob for Immob/End. If you can find another slot, a damage proc (Posi blast or Trap of the Hunter) is nice here if you use it a lot.

    Maneuvers: With all the -Defense in Earth, you really don't need that Kismet. I would try to get some EndRdx in Maneuvers. Transference isn't available all the time.

    Animate Stone: I would rather have more Damage in Rocky than that Defense bonus, because you can heal him if needed.

    Seismic Smash: How about 4 Kinetic Combat for the Defense bonus, plus an Acc/Dam Hami-O to finish it out? The Hold is far less important than the Damage. You can use this + Fossilize to hold a boss, but then you can re-cast to stack Fossilize before the Hold runs out. That extra slot could go in Rock Armor for a Defense/End.
  25. Quote:
    Originally Posted by Bullet Priest View Post
    Thank you all for the feed back so far. I'll address each thing individually.

    Deacon: I didn't even think of the Kismet IO. That's a great idea for an accuracy buff across the board!

    Local: Thanks for the compliment . I'll try to respond to every bit of advice.

    *Deceive: what can I say, I'm impatient lol. Not so much on a team,
    because sadly before I can get an AV mezzed, he's generally dead anyways because the group has slaughtered him, but when Solo, Mezzing the AV is a good way to thin out the heard. But, I noticed it didn't make that much of a difference adding Accuracy instead of Contagious confusion so I thought I'd post the build as it was that moment to see everyone's thoughts. I'll either do the Kismet idea Deacon suggested, put Contagious back in there, or put the slot somewhere else.
    According to the build you posted, you have the Contagious Confusion proc in Deceive already. The one you are missing is the pure Confuse enhancement. That's the one I leave out, too, as Deceive already lasts so long that the little bit of extra Confuse duration won't make a difference.

    Confusing AVs? I find that is is rarely worth the trouble unless we are standing around waiting for a teammate to show up or something. If there are other Illusion 'Trollers or Mind 'Trollers or Doms on the team, we can stack it to get the AV confused sometimes . . . it's nice to make an AV use his/her big hitter on his buddies.

    Quote:
    *Healing: Luckily, I didn't have to pay for the Panacea set. I earned the set PVP'ing with another character after a couple months of working and trading with SG friends, so thats why I used it. I had Doctored wounds before, but what can I say, I'm a number junky, so if I can get another 2% out of something, its an extra second I don't have to worry about Phantom army being up. I had thought about selling it for a Ragnarok set or something else..but with the Musculature set on him I didn't know if it'd be worth it. But I obviously missed where I could move Glimpse of the Abyss to Spectral if I dropped Posi. So I think I'll save up some cash and do that and put the Panacea set in my base till I decide I don't need it ^_^.
    I have only ever had one Panacea recipe drop, but I very rarely do PvP. That Panacea Heal/Rech was sold and paid for most of my Perma-PA build -- well, at least the stuff that I didn't have already.

    Quote:
    *Incarnate: Well I can say pretty confidently that Void isn't going so well for judgement lol. It's a PBAoE, so you gotta be willing to rush in and bomb. The Debuff is pretty nice, but it doesn't seem to do much extra, so I'll prolly go back and get Pyronic for pure damage. I really like Musculature for my Alpha, it was a really hard choice between that an spiritual. But, the added power to Debuff and holds is great. I'm still torn as to whether to get Spiritual thought because the Heal is really nice and more Recharge is always good.
    So far, I have only used Pyronic and Ionic, both of which are pretty nice. I might try Void on a tank, scrapper or brute. A buddy of mine took the cold cone one -- it looks cool but seems to be the weakest of the Judgment Powers. Since I like to play my Ill/Rad from range, Pyronic or Ionic seem to be the best choices.