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I consider Hurricane to be a situational power with both defensive and offensive benefits. I'll often go long periods without using it, and then use it quite a bit. I almost never run it for long periods of time. I have Hurricane set up with a bind to activate and deactivate with a quick push of a button on my mouse.
Hurricane has a huge ToHitDebuff (-30% base and enhanceable) and a substantial Range debuff (-60%) as well as the Repel effect and a 5% chance for a Mag 8 knockback. Defensively, it can be used to protect you from ambushes and groups you may have aggroed. I love to turn on Hurricane and go around a corner -- as the foes come after me, they get hit by both debuffs while I can pick them off at range. Offensively, Hurricane can be used to trap foes in a room or a corner where your attacks and pets can wipe them out. Hurricane can also be used to "herdicane" with some practice -- circle around the outside of a group to push the stragglers into the group where they can be more easily hit by AoE powers. (I like Superspeed for doing this.)
Hurricane is one of those situational powers that has a lot of uses, but you kind of have to look for them and buy into it. But anyone who runs Hurricane all the time generally does not know what they are doing.
If you are going for a Perma-PA build, Flash is a great place for the Unbreakable Contraint set. 4 Bas Gaze + some extra Acc and Dam for Blind. Thunderclap takes the Absolute Amazement or Stupify sets. Each of the Invisibility powers and Steamy Mist will take a LotG Recharge and 5 Red Fortune (if you have that many slots). -
Quote:And that's fine if that's the way you like to play.I have always believed in playing the character for the fun of the game, not the "best" "flavor of the month" "uber" builds. If I like the way a character is playing I'm happy and keep going, if not I respec them.
Go for the fun and avoid guides and mids.
Rich the Uber guy
I like to find out some of the details about the powers and the best ways to use them. I like to figure out how I can take a power that some people claim is subpar and make it effective. I like to learn from the experience of others to learn things that I might not have figured out on my own. Mids, guides and the forums have made the game more enjoyable for me. -
Writing a guide is a lot of work, and I felt I needed a lot of experience in the powersets before I was competant to write my guides. It took me several months of cross-checking information to try to get it accurate, and then figuring out my format, then writing it all up, and then edits, and then putting it out for a preliminary review on the Controller forums . . . and even then I got some things wrong.
Not everyone is comfortable at writing something of the scope of a guide, either. All that annoying grammar and spelling stuff, and you need to (try to) be entertaining, too. I tried to be fairly comprehensive, while others go more for the entertainment value.
If you want the guide to continue to be relevant, you have to make a commitment to continually update it as new things are added to the game. As things have changed, I have tried to update my guide as well . . . but should have reserved a few extra posts for updates. I haven't really added stuff about the 4 Incarnate slots past Alpha because I haven't experienced all the options yet -- I can't say yet whether the ones I chose are better than the other options until I try the others.
And the rewards? Not exactly overwhelming. I get some nice comments and every now and then someone will recognize my Global name in game (all of which are nice). I wrote my guide because I like helping folks to enjoy my favorite powersets. But it is a heck of a lot easier to answer a quick question on the forums than write up a guide. -
For the funniest TV sitcom ever, I'd have to say Fawlty Towers. But that one is a Brit show and the topic here is American TV.
Does this one qualify? It is not a sit-com, but every episode had me laughing, often quite enthusiasticly. The British version is great, but I actually liked the American version better as Drew Carey and Wayne Brady added a lot. "Whose Line is it Anyway?" Great Improv skits. The episodes with Richard Simmons as a guest were the absolute best. There's a new similar show with many of the same cast members returning in a slightly different format on the Game Show Network called "Improvaganza." It is good, but not quite as good.
I have to agree with "Get Smart." Have you ever taken a look at the writers for that show? An amazing Who's Who of comedy -- and a few classic shows like "Dick VanDyke" and "I Love Lucy" -
There are a lot of options to build an Ill/Storm. You don't "have" to have perma-PA or capped defenses or anything like that . . . it is a fun character even without all the maxed attributes.
Leveling mine (which was mostly before IO sets), I chose to skip both Invisibility powers and go with Super Speed + Steamy Mist for Invis. Of course, that was long before Inherent Fitness when builds were tighter. Now-a-days, those powers can be useful to hold IOs that you want.
I agree with Lewis on what he considers the essentials, mostly. For Illusion:
Blind, Spectral Wounds, Deceive, Phantom Army, Spectral Terror and Phantasm.
Flash is nice to have but not essential. I leveled my Ill/Storm up without Flash and then added it in with Inherent Stamina. Sup Invis or Group Invis are entirely optional, but you should have at least one of the three options of Invis.
For Storm, Freezing Rain (and you are forced to take Gale, sadly) is the only "essential" power, but others are highly recommended: Lightning Storm, Hurricane, Snow Storm. I consider Steamy Mist to not be essential if you have one of the two Invisibility powers, but since it does so many other things, I recommend it highly anyway. I like to have O2 Boost -- solo, you can heal up your Phanty, and it provides a weak heal, stun protection and endurance drain protection on teams. Tornado I also like, but don't use it much on teams, as the chaos is a bit much. Thunderclap looks cool, but is skippable as a lowly Mag 2 PBAoE Stun -- I have other powers that will handle Minions. (On characters who already have an AoE stun, I like Thunderclap.)
I didn't take Hover . . . I like to stay on the ground for my */Stormies for Herdicaning. I don't recommend Leadership on */Stormies, as */Stormies already have endurance issues and Leadership is a drain on endurance.
As for slotting, there are lots of options, but the most obvious one is to slot for Recharge. It will take some expensive purple sets to get a Perma-PA build as you have to make up for the 30% provided by AM with other sets.
On the choice of the APP -- I have Ice on mine. Hibernate is a great Panic button power that lets you recover both health and endurance. Ice Blast is a nice, fast attack to let you get that all-important Blind-SW-Blast-SW attack chain. Also, Ice is not Psi (makes Psi-resistant foes easier) and is rarely resisted. You get a choice of two AoE attacks or can include a nice S/L Defense shield (and it will take another LotG Recharge). -
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Quote:OK, overall great build in my opinion. The Accuracy in Deceive could be moved - since Deceive does not generate aggro, re-casting it is not a problem if it misses. As for where to put that extra slot . . . there are lots of options. I would put it in Health for a Numina Heal to add lots of Regen. But the Kismet in CJ is certainly an option.Alright, first and foremost, Local_Man, your guide is amazing and I love your build so I'm using the one you came up with some of my own modifications so
sorry if it looks really close to yours.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Illusion-Radiation Guide: Level 50 Mutation Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Blind -- Acc/Hold(A), Acc/Rchg(3), Rchg/Hold(15), EndRdx/Rchg/Hold(29), HO:Nucle(31), Dmg-I(36)
Level 1: Radiant Aura -- Heal/EndRedux(A), EndRdx/Rchg(9), Heal/Rchg(17), Heal/EndRedux/Rchg(27), Heal(40)
Level 2: Spectral Wounds -- Acc/Dmg(A), Dmg/EndRdx(3), Acc/EndRdx/Rchg(5), Acc/Dmg/Rchg(5), Build%(29), HO:Nucle(36)
Level 4: Deceive -- Conf/Rchg(A), Acc/Conf/Rchg(15), Acc/Rchg(27), Conf/EndRdx(31), Conf%(40), Acc-I(48)
Level 6: Accelerate Metabolism -- EndMod(A), EndMod/Rchg(7), EndMod/Acc/Rchg(7), Acc/Rchg(34), EndMod/Acc(34), EndMod/EndRdx(50)
Level 8: Superior Invisibility -- Rchg+(A), Def/EndRdx(9), EndRdx/Rchg(13), Def/EndRdx/Rchg(34), Def(37), EndRdx(43)
Level 10: Radiation Infection -- HO:Lyso(A), HO:Lyso(11), HO:Lyso(25)
Level 12: Hover -- Rchg+(A)
Level 14: Fly -- EndRdx-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 18: Phantom Army -- Acc/Rchg(A), Acc/Dmg(19), Acc/Dmg/Rchg(19), EndRdx/Dmg/Rchg(21), Dmg/Rchg(21), Build%(23)
Level 20: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 22: Lingering Radiation -- Acc-I(A)
Level 24: Flash -- Acc/Hold(A), Acc/Rchg(25), Rchg/Hold(31), Acc/EndRdx/Rchg/Hold(36), Acc/Hold/Rchg(37)
Level 26: Spectral Terror -- Acc/Rchg(A), EndRdx/Fear(37), Acc/EndRdx(40), Fear/Rng(50), Acc/Fear/Rchg(50)
Level 28: Recall Friend -- ResKB(A)
Level 30: Mutation -- RechRdx-I(A)
Level 32: Phantasm -- Acc/Rchg(A), Acc/Dmg(33), Acc/Dmg/Rchg(33), Dmg/EndRdx(33), Dmg(46), Acc/Dmg/Rchg(46)
Level 35: Combat Jumping -- Rchg+(A)
Level 38: EM Pulse -- Acc/Hold(A), Acc/Rchg(39), Rchg/Hold(39), Acc/EndRdx/Rchg/Hold(39)
Level 41: Fire Blast -- Acc/Dmg(A), Dmg/EndRdx(42), Dmg/Rchg(42), Acc/EndRdx/Rchg(42), Acc/Dmg/Rchg(43), Acc/Dmg/Rchg(43)
Level 44: Fire Ball -- Acc/Dmg(A), Dmg/Rchg(45), Dmg/Rng(45), Acc/Dmg/EndRdx(45), Dam%(46), Acc/Dmg/End/Rech(48)
Level 47: Rise of the Phoenix -- RechRdx-I(A)
Level 49: Group Invisibility -- Rchg+(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal(A), Rcvry+(48)
Level 2: Stamina -- End%(A), EndMod(11), EndMod-I(13)
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Set Bonus Totals:- 14.5% DamageBuff(Smashing)
- 14.5% DamageBuff(Lethal)
- 14.5% DamageBuff(Fire)
- 14.5% DamageBuff(Cold)
- 14.5% DamageBuff(Energy)
- 14.5% DamageBuff(Negative)
- 14.5% DamageBuff(Toxic)
- 14.5% DamageBuff(Psionic)
- 7.5% Defense(Energy)
- 7.5% Defense(Negative)
- 3.75% Defense(Ranged)
- 4.5% Max End
- 2.2% Enhancement(Terrorized)
- 9% Enhancement(Accuracy)
- 116.25% Enhancement(RechargeTime)
- 4% Enhancement(Confused)
- 5% FlySpeed
- 49.6 HP (4.877%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5%
- MezResist(Held) 5%
- MezResist(Immobilize) 12.7%
- MezResist(Sleep) 5%
- MezResist(Stun) 5%
- MezResist(Terrorized) 5%
- 16.5% (0.276 End/sec) Recovery
- 52% (2.208 HP/sec) Regeneration
- 2.835% Resistance(Fire)
- 2.835% Resistance(Cold)
- 2.5% Resistance(Negative)
- 5% RunSpeed
- 1.5% XPDebtProtection
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I've solo'd Jack In Irons and Kraken no problem, but some monsters (Eochai and Lusca in particular) I'm having a problem beating down. So my thoughts are:
Lore - Warworks for their superior Damage
Judgement - Void for it's Debuff ability
Interface - Either Reactive for it's Resistance debuff ability or Diamagnetic for it's Regen debuff...can't decide here
Destiny - Ageless for more Hasten ability...or Barrier for Defense..don't know here either
So that's what I've come for help with. This build is amazing... but am I missing something for GM slaying? Also, what new Incarnate abilities would go for what I need? I took Musculature for my Alpha slot so that PA and Phantasm would output more damage as well as my Debuffs would do alot more. I just don't know what to take for the others. tyvm for looking!
As for Fire Shield vs. Rise of the Phoenix . . . that's really just a matter of opinion. I currently have Fire Shield, but I have seriously considered Rise of the Phoenix. Most of the time, PA should be taking the aggro and you shouldn't get much damage. As we know, sometimes ambushes happen where the baddies target you even if you are invisible and have PA out.
That Panacea set is excessively expensive . . . for an extra 2.5% Recharge. If you use the Doctored Wounds set in Radiant Aura and use some of the same Influence for a purple set, you'd probably end up better off. I'd rather spend less to get a Ragnarok set in Fireball (5 is enough to cap damage with good reacharge) for an extra 3.75% Recharge with higher recovery and Accuracy. Plus, it would free up a 6.25% Recharge slot, so you could put the Glympse of the Abyss set in Spectral Terror. Of course, if you can afford all of them, it really would be better.
As for the Incarnate slots:
On the Alpha slot, I went with Spiritual. Anything that is already capped for damage won't get much more with Musc. For Spiritual, I also got boosts to Healing and Slow. Nothing wrong with choosing Musc. or Cardiac.
Lore: Warworks is what I have too, but I haven't tried them all yet.
Judgment: I went with Pyronic for pure AoE damage. Ill/Rad is lacking in AoE damage, and it matched with Fireball two. I have tried Ionic and like it, but I haven't tried the other two.
Interface: I went with Reactive for the damage because it was just too good. With a fast recharging attack chain of Blind-SW-Blast-SW, it has a lot of chances to hit even with the single target attacks. Between Ling Rad and EM Pulse, I already have some pretty good -Regen. I think most of the debuffs are pretty small. Diagmagnetic is the only other one I would consider.
Destiny: I went with Clarion for the mez protection. I find that getting mezzed, especially AoE mezzed, is one of my main weaknesses. But again, I have tried all the others yet. -
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I suggest you take a look at my Illusion/Radiation guide, linked in my sig. Most of the advice I would give you is in the guide.
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I don't have access to Mids at the moment . . . but it's not that tough.
For Plant, you want Strangler, Roots (AoE Immob, slotted for Accuracy and DAMAGE) and Seeds of Confusion as soon as they are available. Later on, Carrion Creepers and Fly Trap are also high priority powers. Since you expect to solo, you probably want to pick up Entangle (single target Immob, also slot for accuracy and damage). Other powers are optional and have differing opinions. Vines (AoE Hold) is a good idea. Spore Burst (targetted AoE Sleep, can be back-up control when solo) and Spirit Tree (Immobile Regeneration booster) can be useful, but many folks find them skippable.
On Storm, I would suggest Freezing Rain and Lightning Storm are essential. Steamy Mist, Hurricane and Tornado are highly recommended. Gale is forced on you, unfortunately. O2 Boost, Snow Storm and Thunderclap are all optional -- I skipped Thunderclap because it is a Mag 2 stun (minions only). If I had another stun to stack with it, then I would take it. Snow Storm is a toggle AoE Slow with -Recharge and -Fly, which I think is an underappreciated power. O2 Boost is a weakish ally only heal with -Stun and Endurance Drain protection. Nice to heal your pet, but not essential -- can easily be delayed or skipped.
I like Super Speed with */Storm because the stealth in Super Speed stacks with Steamy Mist for full invisibility. This helps you get in position for the best use of Seeds of Confusion, the most important power you have. You can accomplish the same thing with a Stealth IO, however, if you don't like Super Speed. -
I don't have access to Mids, and expect to be busy for the next day or so where I may not have a chance to look at the build. But overall it looks like a very good build with the goals you had in mind.
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Quote:There are a lot of folks who are active in these forums with great advice -- most of what I have learned comes from them. In fact, it was Mental Maden who got me to write my Earth/Rad guide, which then led me to write the Ill/Rad guide. And those guides are really a collection of wisdom from people on these forums and other great sources of information. But thanks for the kind words.Before I type anything else, I have to give kudos to Local_Man for not only a stellar guide but also being so active and helpful in the forums. I dinged my Ill/Rad 'troller, Scare Crow King, at 50 a few weeks ago and have been molding him into a perma-PA death machine since then. Two quick questions for anyone who may know.
First, does the DoT in Reactive for the Interface slot carry over to attacks by the PA and Phanty? I'm having trouble deciding which one to choose and think that knowing the answer to this may help me choose.
Secondly, does anyone have any idea if throwing a Soulbound Allegiance: Chance for Build Up in PA would be worth? A friend and veteran player who somewhat helped me fund my endeavor threw it my way last night and I don't want it to go to waste.
Thanks!
The Soulbound Chance for Build Up is definitely worth while. If you watch the icons next to the PA, you see this proc hitting all the time. Phantom Army can only be enhanced by enhancements in the power itself or by debuffing foes . . . this one goes in the power itself. Plus, if you also get the Soulbound Dam/Rech, you get a nice 16% Regen bonus. The purple pet set is otherwise kind of disappointing because it lacks that nice 10% Recharge bonus other purple sets have.
I have the Reactive on my main Ill/Rad . . . but I haven't actually tested to see if the pets are getting the benefit of the Incarnate buff. My understanding is that that benefit should get passed to the pets including Phantom Army, but I haven't actually observed it yet . . . been too busy trying to get a few 40-somethings up to 50. (My Peacebringer hit 48 last night.) -
Quote:Playing solo -- that means that you want a controller that can do decent damage. So Ice, Electric and Earth are out -- they are the low damage sets. As for secondaries, you want one that is more solo rather than team focused. Kin, Rad, Storm and TA are all good choices.I'm returning to the game after about 1.5 years of being gone. My main in the past was a Mind/Rad controller. I played her up to around 40. I've also played Ill/Rad up to about 25 or so.
I loved the utter complete lock-down I could achieve with Mind. I want to play something new though, so that I can play the new areas that Going Rogue brought. The one drawback of Mind/Rad was that it actually got boring with that much control. It was just lock em down, take em down one by one.
Can you guys suggest a set that will provide control close to what Mind provided, with a little more damage output? I would prefer that it isn't Ill/Rad also. And I will be soloing about 75% of the time. Although this is the Controller section of the forums, I haven't ruled out a Dominator either, so if you happen to have Dominator suggestions, that would be great as well! I appreciate the suggestions!
Fire has the highest damage, but it develops late. Fire/Kin and Fire/Rad are both very popular for good reason. Fire/Storm is a great combo . . . if you can handle the endurance problems -- Better plan to get the Miracle and Nimina procs early and build for Recovery bonuses.
Ill/Rad would be my first suggestion, but you don't want to go there. Ill/Storm, Ill/TA are both a lot of fun and great solo.
You have done Mind control -- Mind is good solo in low levels, but doesn't ramp up in damage in later levels the way other controller sets do.
Plant -- this would be a great choice. Plant has great AoE control, and is second to Fire in AoE damage. It relies heavily on Seeds of Confusion for early AoE control, and Roots for the AoE damage. Plant/Storm, Plant/Kin and Plant/Rad are all great -- I would probably put Plant/Storm at the top of the list in light of your conditions. Great control early. Good AoE damage. Great debuffing early. Good protective powers. Additional damage later. Plan on having some endurance issues, but not as bad as Fire/Storm.
On the other hand, Dominators are better at playing solo, if you like the playstyle. I have had trouble playing Dominators because I kept thinking of them as Controllers with Damage. Then I saw one person say that a Dominator really should be thought of as a Blapper with Control powers. That works a lot better. Mind and Plant are both very popular. So, you may want to consider something like Plant/Fire or Plant/Thorns. If you want to play in melee, Fire/Earth would work. -
The link on your post is broken, so we can't pull up your build. Not that it would matter since I don't have Mids right now, but I was going to pull up the build last night and I couldn't. The links break when you edit a post, so I have been trying to post the datachunk in addition to the listing.
Overall, looks very good. Since I can't access the build, I can't see what your actual numbers are for Recharge and Defense for a build that goes for Defense within the context of a Perma-PA build. Your posted defense numbers aren't very high, but I presume that's because some of the toggles aren't on. You gave up some of the little utility powers that I like (Recall Friend, Mutation, travel power) to take Fighting and Maneuvers. You chose to use the Earth APP. Personally, If I were going for a defense build, I would take the Ice APP because it still has the fast Ice Blast. Ice Blast allows for the same Blind-SW-Blast-SW attack chain that I like so much for the reasons I explained in my guide. Even with the choice you made, there might be a few little things you can do here and there.
AM looks underslotted. I assume even underslotted that it is perma? To fully slot it with the Efficacy Adapter set, you'd have to find 4 more slots, which will be hard. I don't know that I would change that if you are satisfied with what you have.
You went with GI -- which is fine. I find it irritating to have to continually re-cast. But GI is a valid choice. I rely heavily on Invis instead of Defense. As a result, I use Deceive a lot, and try to let Phantom Army grab the aggro before I start attacking. As a result, I run SI almost all the time and have to have it well-slotted for EndRdx. I used the same slotting in SI that you appear to have used in Weave and Maneuvers.
In Blind, can you replace one of the Damage IOs with a Nucleous (Acc/Dam) Hami-O? You lose a very small amount of damage for a substantial increase in Accuracy, and Blind is a power that you really want to Hit.
If you are looking to free up a slot, the last slot could be pulled out of EM Pulse. EM Pulse does not have the Accuracy penalty of other PB AoE holds like Blind. Depending on how often you use EM Pulse and how much you use Phanty, you might want to consider moving that slot to Phantasm to add some more Acc and Dam to Phanty.
To free up a slot at the cost of a small amount of endurance, you could replace two slots in Rock Armor with the LotG Defense.
How much do you use Earth's Embrace? If rarely, would a travel power be used more often? Just something to think about. You could go with Fly; I often use Fly/Hover to stay out of melee range. You could add Super Speed with a Stealth IO for continual Invis. You could add Recall Friend or Mutation if you want. -
I'm not an expert on Elec/Rad (mine is 44 at the moment, and I'm also playing an Elec/Earth Dom), but I have certainly thought about many of the same issues. I have been playing this character similar to an Ice/Rad . . . use Static Field from range, then run in with Choking Cloud and Conductive Aura running to hold and drain endurance while letting the Gremlins do some damage. Air Superiority is very good to use with this combo. I use Super Speed for travel (with a Stealth IO in Prestige Power Slide). I have the Raptor Pack when I need some vertical travel.
To me, there are two choices for the APP -- Psi for Indomidible Will (to stop mez from knocking off my Choking Cloud/Conductive Aura toggles) or the Earth APP. Fissure is a short-range fast-recharging AoE. Rock Armor is ugly, but provides a good S/L shield. Seismic Smash is great melee damage AND a hold. And Earth's Embrace for the HP buff and as a second heal. I'm using Psi as I level up, relying upon my own mez abilities to protect me from damage. That seems to work well solo, but teams, especially teams with Fire controllers, tend to mess up my control. So I may change to Earth if and when I gather enough IO sets with S/L Defense to stack with the Rock Armor. -
Quote:Illusion/Radiation is, of course, well known for being effective solo against AVs as well as contributing to teams. You may want to think about an APP other than Psi, especially with the Clarion Destiny power available. The Fire and Ice APPs do more damage and, more importantly, do a different type of damage. A lot of foes in the late game are Psi-resistant, and the different damage type makes a huge difference when taking those guys down. If you don't need the mez protection from Indomidible Will, and you shouldn't if your PA are drawing the aggro, then other APP sets will help you more.I've got two powersets in mind for this: an Ill/Rad/Psi controller, or a Mind/Psi/Psi Dominator. Which of these would be better? Is there a powerset combo that I'm missing that might work better than one of the two I've listed?
As explained in my Ill/Rad guide (linked in my sig), I prefer the Fire APP but agree that Ice is also a great choice. I used Ice on my Ill/Cold.
On Ill/Rad vs. Ill/Cold -- both are outstanding characters and play surprisingly differently. Both sets have AoE debuffs to make PA more effective. Both sets have AoE slow, -Recharge and -Regen, -Resistance, -Damage and -Defense.
(a) Ill/Cold has stronger debuffs on AVs and will help take them down faster. Two of the debuffs are single-target, making Cold not as effective against large groups. Two of your debuffs (Benumb and Heat Loss) are on long timers so they won't be up for every group, including your single target -Damage power. The Cold set is late blooming, so it is more of a struggle in low levels. Cold's Defense shields are fantastic . . . except that so many characters are soft-capped and the shields accomplish nothing for them. Your only heal power, Frostworks, is the most skippable power in the set and doesn't work on you. Cold Domination also does not have a ToHit Debuff power and has nothing that can be used as a "panic button" power. However, Sleet is great and provides some partial control (Slow and Knockdown) as well as great debuffs -- once you can get it at 35.
For TFs against tough single targets, like a lot of AVs, Ill/Cold is a great choice. Without question, it helps AVs go down faster than Ill/Rad.
(b) Ill/Rad is a fairly early blooming set with a nice general purpose set of powers. With an AoE Team Heal and Team buff (AM), it always helps to make teams better, and yet these powers work on yourself for playing solo. Ill/Rad is cheaper to make Perma-PA since AM provides a 30% Recharge. The Debuffs are not as strong as Cold, but are foe-targetted AoE toggles which are up for every group and last as long as the anchor does -- these provide -ToHit, -Defense, -Damage and -Resistance. The only ally-only powers, Mutation and Fallout, are two of the three most skippable powers in the set. Radiation has a one of the best AoE Holds in the game in EM Pulse, which makes a pretty good "panic button" power that can be combined with Flash to hold bosses.
So I would say that Ill/Rad is more flexible and general purpose than Ill/Cold, better for solo but not quite as fast to bring down AVs. -
Quote:Frankly, never found the need for the Chance for Hold procs in Spectral Wounds. I have it slotted with 5 Decimations (including the build-up proc) and an Acc/Dam Hami-O to cap the damage.Thanks for the suggestions everyone! I'm learning to like it more after re-enhancing Flash and Spectral Terror, I think my issue was that I never used them in case I needed them in an emergency. I will definitely look into putting the chance for hold into Spectral Wounds, I was looking for something like that!
Flash and EM Pulse, however, can really add to your overall control if you get used to using them. I use Flash often, keeping EM Pulse for those special times when its huge AoE is needed and the -Recovery won't be a problem. Having both lets me use Flash more often. On fast-moving teams, I use Flash pretty much whenever it is up. -
Is Assault worth it? It depends on (a) what else you can take that may provide more total benefit; (b) whether you have the endurance to run it; and (c) is it a fun power for you to have?
If your Controller is focused on AoE control rather than buffing or damage, then Assault may be skippable. If your build is really tight, then Leadership is skippable. Defenders get a higher bonus than any other Blueside AT, so Defenders should seriously consider adding Leadership. However, I have Leadership on only a few of my controllers . . . they usually have some other power that I feel will provide more benefit in the context of the build. (Part of the reason I don't take Leadership often is the fact that I find Leadership to be kind of boring. Assault, Maneuvers and Tactics are toggles that turn on and then don't visually do anything . . . )
I find that */Storm controllers have so many Endurance issues that I can't run the Leadership toggles. Even with Cardiac in the Alpha slot, my */Storm controllers often have significant drops in the blue bar without Leadership. Freezing Rain has a large 30% Damage Resistance Debuff in addition to its other benefits, so having the endurance to cast Freezing Rain provides more benefit than Assault.
A friend of mine was discussing his Plant/Storm build with me. He was having constant endurance issues even AFTER he got the Cardiac Alpha slot. He eventually came to the same conclusion . . . Leadership was too demanding on endurance to run on a Plant/Storm, so he said he was going to respec it out. -
Most of these questions can be answered by taking a look at the Illusion side of my Illusion/Rad guide. The link to the guide is in my sig.
Spectral Terror is the best AoE control for an Illusion Controller other than the distraction of Phantom Army. It is perma AS SOON AS YOU GET IT. 45 second duration, 45 second recharge. It absolutely should never, ever, ever be skipped.
I'm not sure how often Reactive works with Phantom Army . . . I haven't tested it. But the Chance for Build Up is clearly worth a slot, as the Build Up has a chance to happen with each attack. You'll see it happens a lot. The frequency of the attacks depends on whether the army guys are attacking from range or melee. They add up to a substantial amount of damage, and even more if you learn how to get the benefits of Illusory Damage.
No, Phantom Army is not "best against single targets." The primary purpose of PA is to serve as 3 invulnerable tanks, and they work great in groups of foes, too. Cast PA in or near a group, let them draw the aggro, and then you can attack with little worry of being attacked yourself.
Accuracy on Benumb? 1 is fine especially if you use Infridgidate first . . . Infridg has a Defense Debuff.
Phanty in battle used to act as your bodyguard . . . . he would float just behind you and knock back foes who got near you. The current pet bug causes him to run into melee a little bit too often. Personally, since I generally stay at range, I don't find the knockback to be a problem the huge majority of time. The best way to avoid knockback problems is to mostly stay out of melee -- fight from range. If you need to run into melee (for Flash, for example), do it fast and run back out again. -
Quote:Combat Jumping is actually quite nice to have. It lets you move around more freely, and there are so many different things you can slot in it since it takes Jumping and Defense sets. And it is one of the lowest endurance cost toggles in the game.Thankyou for your advice.
I have 213.75% global rech.
I originally had SI slotted the same as you suggested but altered it because i didnt feel it was needed.
I did originally have recall friend and fallout instead of kick and tough, and i might stick with them. I never really get hit anyways, so i doubt tough would make a difference.
I didnt know that the Chance for Build Up from Soulbound was so effective with PA, will defineitly be using that.
Im not really a fan of fire or ice epics ill control. I did use Blind>SW>Mental blast>SW as an attack chain, but again i never really saw the value in it. I had psi tornado which picked off quite a few seeing as it recharged ever 5 secs.
Mental Blast is a little bit slower than Fire or Ice. Also, Fire and Ice are a different damage type, which is really nice against Psi-resistant foes. Most important is the fact that if you can defeat a foe BEFORE the heal-back from the Illusory damage, you get to keep that damage. So being able to kill stuff fast substantially increases your overall damage. Want proof? Run Herostats and compare.
Most of the people going for the Villain side PPP sets seem to go for Mace. Poisonous Ray has a Resistance Debuff to increase the overall damage. Still, I think Fire and Ice are much better. Fireball is great as an AoE -- fast activating and adds a little bit of Damage over Time to increase the damage. -
I don't currently have access to Mids, so I can't see your totals. But based upon what I can see, let me make a few minor suggestions. Most of my suggestions are explained more thoroughly in my Ill/Rad guide, linked in my sig:
Ling Rad: The Tempered Readiness set really doesn't add all that much. Think about putting a single Acc in the default slot and using those slots in other places. A Perma-PA build should have enough global Recharge and global Accuracy that this power should be perma with decent accuracy. It is mainly needed for the -Recharge and -Regen, neither of which can be enhanced. That will free up some slots for other places.
Consider moving the Unbreakable Constraint set in Blind to Flash. Then move the 4 Baz Gaze to Blind. Use the last two slots for an Acc/Dam Hami-O and a common Damage. That will help your damage.
Superior Invis: Without some EndRdx in it, it is pretty hard to run. I have the LotG Recharge and 5 Red Fortunes it it. This allows me to run SI most of the time. And I get the extra 5% Recharge.
RI: Nothing wrong with your slotting, but I only have 3 slots (3 Enzymes) in RI. The cast time is so long that I don't use it every group . . . EF gets used far more often. On teams, most groups die before RI finishes animating. As a consequence, I don't have procs in a power that I don't use all that often.
Phantom Army: Consider replacing the common Recharge with a Soulbound Dam/Recharge (from the pet purple set) for more Damage from PA. (Admittedly, your Musc Alpha slot is probably making up for the damage.) They are not all that expensive. I also have the Chance for Build Up from that set here . . . the Build Up happens quite often with 3 pets. Plus you get a nice 16% Regen bonus.
Hasten: If you are at Perma-PA recharge (about 207%), you should be able to remove one of your Recharge slots from Hasten.
Kick? Really?? How about Combat Jumping for Immob protection and maneuverability and a place for a LotG Recharge or a -knockback? or Recall Friend? Or even Fallout one-slotted (still provides a massive debuff)? I guess you were trying to get to Tough, but you shouldn't need Tough with a Perma PA build.
I am a strong believer in the Fire or Ice APP. Mainly because the fast-recharging single target blast lets you have a great attack chain of Blind-SW-Blast-SW. That fast attack chain will let you take down Minions and Lieutenants much faster, thereby taking advantage of Illusory Damage. On my Ill/Rad, I like Fire Blast and Fireball because they do more damage than Ice. Fire Armor is OK. Rise of the Phoenix is the only self-rez available to Controllers, so that's worth considering. The Ice APP is just slightly less damage but lets you have access to Ice Blast, Frost Breath or Ice Storm (I prefer Frost Breath because it recharges faster), a Smash/Lethal Defense armor and Hibernate, a great panic button power. (My Ill/Storm and Ill/Cold both have the Ice APP.) My guide explains how the fast attack chain lets you get more benefit from Illusory Damage, which will add a lot to your overall damage. -
There are no "stinker" powers. The single target Immob, Electric Fence, is skippable. Jolting Chain is useful early on, but becomes less useful as the character "fills out." Conductive Aura is key for draining endurance -- you cast Static Field, then run in and drain.
The knockback in the Energy secondary will be a problem. You don't want to be knocking foes out of your Static Field or out of range of your chain powers (Jolting Chain and Synaptic Overload). You also want to avoid secondaries with Damage over Time, as the DoT will wake up foes. I'm running an Elec/Earth right now, but planning on skipping Mud Pots. -
You may be right. I think the pet version (Rocky) is Mag 3, while the tanker version is still Mag 4. I seem to recall the controller APP version being dropped to Mag 3 a little while after Rocky got Seismic Smash. I could be wrong. I also thought that City of Data was never updated with the change.
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Pets do not receive the benefit of the Recharge buff. Not sure if the speed will be affected, as currently Creepers cannot be targetted.
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Quote:There are quite a few controllers who have conflicting powers -- Ice Slick and Earthquake are made invalid by any of the AoE Immobs with -knockback (Earth, Fire, Ice, Plant). Any of these would have made Jolting Chain irrelevant. But only the DoT in Plant and Fire make Static Field's pulsing sleep useless.That kinda resonates with my experience. I found that Elec/ solo (safe but slooow) and/or duo's pretty well, but when you start getting into a good sized team the elec sapping is often just too slow to be terribly useful, and sleeps have all the problems that they always have on a PUG. Which reduces Elec/ to meh control IMO. Maybe it's just because the shiny wore off, but I find many other primaries to be more well rounded.
I like it... But after playing Elec/ for a while and then going back to play a Mind/ Plant/ or Fire/ it reminds me of the difference.
:: shrug ::
I agree that the endurance drain is useless on a fast-moving team generally. Even if Earthquake is useless, then Earth still has Stalagmites+Stone Cages and Volcanic Gasses and a huge Defense Debuff. Even if Ice Slick is useless, Ice Control still has a lot of Slow with -Recharge (and the confuse in Arctic Air). With a Fire Controller on the team competing with an Electric Controller, Electric Control's only effective control powers become the Single Target Hold, the AoE Hold and the chaining Confuse.