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A pretty nice build overall . . . with good reasons for all the slotting. You have a TON of damage procs. Damage procs are great in no-damage and low-damage powers, and add some damage over and above the ED cap once you have fully or nearly slotted to the cap. So you may want to reconsider a few of the Damage Procs when the power itself is not at or near cap. For example, you may want to add some additional damage to replace the Lady Grey in Fly Trap.
I'm also not entirely sure how the procs work in Creepers. Creepers is a very odd power that has layers of pseudopets. I haven't tested it, but I think I recall some discussions on the forums that the damage procs may not filter down through the pseudopets. The Targetted AoE proc may only work when targetted AoE damage is being done. The Immob proc may only work when Immob is happening. I think the recommended slotting may just be common Recharge and Damage, since common enhancements filter down to all the pseudopets. But I'm not sure, so you may want to search on that topic.
I'm a little bit concerned about your endurance use/recovery. It somewhat depends on how often you use certain powers. For example, if you use Hurricane often, you will probably need more EndRdx. If you use Tornado often, it may need more Recharge and EndRdx. If you are going to run Maneuvers and Frozen Armor in battle, you will need more endRdx in those. You might be forced to give up some of the damage procs for better EndRdx slotting. -
Quote:I have never liked the designation of "hard" vs. "soft" control. Different people have different opinions on what constitutes "hard" or "soft" control. Is a Sleep power "hard" or "soft?" What about a Confuse power? Some forms of "Soft" control are equally or more effective than "hard" control. For example, if an AoE Hold has lower accuracy so it misses a few foes, the controller could take more damage than if the controller used several types of "soft" control that provide complete protection. Some "soft" control can be made perma quite easily while "hard" control is temporary -- e.g. Spectral Terror vs. Flash. Is an AoE stun where the foes can wander all over the place and only minions and lieutenants are stunned better than an AoE knockdown patch where the foes stay in place and which can control Bosses?Consider the other Controller primaries...
Earth Control: 2 AOE "hard" controls.
Volcanic Gasses (AOE Hold), Stalagmites (AOE Disorient)
Fire Control: 2 AOE "hard" controls.
Cinders (AOE hold), Flashfire (AOE Disorient)
Gravity Control: 2 AOE "hard" controls.
GDF (AOE Hold), Wormhole (AOE Disorient)
Ice Control: 1 AOE "hard" control.
Glacier (AOE Hold)
Illusion Control: 1 1/2 AOE "hard" controls.
Flash (AOE Hold), Blind (technically, an AOE Hold)
Mind Control: 2 AOE "hard" controls.
Total Domination (AOE Hold), Telekinesis (AOE Hold)
Plant Control: 1 AOE "hard" control.
Vines (AOE Hold)
* Note: I did not include Confusion powers, as some people hate how confused mobs fighting each other cuts into your XP. Personally, I like Confusion and consider it a "hard" control, but since some don't, I did not include it here. For similar reasons, I did not include Gravity's AOE Intangibility power.
-Kokoro
And Blind's itty-bitty AoE aspect is a Sleep, not a Hold.
Quote:A bit of an aside, but I feel the need to quell this notion when it arises. Confusion doesn't cut into the experience earned. It generally enables you to earn experience faster. Even if the mobs deal 50% of the damage to one another, the team will gain 80% of the possible experience from that mob. As a general rule, experience per time invested will only increase with the use of confusion.
If anyone argues otherwise, simply direct them here. -
To me, there are three most important powers out of the Gravity Control set: Propel, Wormhold and Singularity. Propel is high damage and is fun, but is actually skippable on a team-focused build due to the slow activation; Wormhole is the really fun and unique power in the set; Singularity is more important to Gravity than most pets to other controllers. You skipped Wormhole -- I can't see making a Gravity Controller without it. I agree with skipping Dimension Shift and Lift, although Lift has it uses. I'm not very knowledgable of Empathy, so I won't comment much on your secondary.
I think it is a good idea to indicate how you use your character. Mostly solo, mostly teamed or mixed? Do you prefer to stay back out of melee, or try to be in the middle of everything?
Is there a particular focus for the IOs in this build? I don't have access to Mid's right now, but it does not appear that you have focused your IO sets on any particular attribute. In general, I would suggest aiming for Recharge on most controllers. Some folks choose to focus on Defense. If you are going to spend the Influence for all those purple sets, it seems to me that you should probably focus on Recharge. Global Recharge will help your controls and Emp Buffs recharge faster and be up more often.
On the other hand, if you want to go for Defense, then you need to go all out. Take the Ice or Earth APP set, and use the Defense-based shield. Take Maneuvers or the Fighting Pool. Take Combat Jumping. Look for IO sets that will give you Smash/Lethal Defense. Small amounts of Defense have minimal value, but as you get more and more Defense stacked up, then small amounts become more effective.
If you do focus on Recharge, then you need to get as much Recharge as you can. That means using 5 Devistation in Ranged Damage powers like Crush and Fire Blast. You can put 4 Basilisk's Gaze, with an Acc/Dam Hami-O and a common Damage in Gravity Distortion. Put a 5th Grav Anchor in GDF. Singularity can have 4 Expediant Reinforcement, plus the Dam/Rech and Chance for Build Up from Soulbound. Fireball can have 5 Posi Blast. Wormhole can have 5 Stupify (with a 6th slot for common Recharge) or 5 Absolute Amazement. Put a Luck of the Gambler +7.5% Recharge in Hover. Your healing powers can have 5 Doctored Wounds. 5 Efficacy Adapter in Recovery Aura. Just watch out for the "Rule of 5" -- no more than 5 of the same type of bonus as the 6th won't count.
A couple of quick points: Fly's speed is now capped with NO Flight speed enhancements. Enhancing Flight Speed in Fly is completely wasted. I usually put a single EndRdx in Fly and that's it.
In Health, you will actually get more Regen by replacing that Regenerative Tissue proc with a Numina's Heal IO.
I'm not a big fan of the Stealth Pool. You can achieve full PvE Invisibility by taking Super Speed + Celerity Stealth IO, and you get a fast travel power for free. If you are not aiming for high Defense, then taking Stealth and slotting it for Defense is mostly wasted. I'm not a big fan of Phase Shift, either, but you can now get that power as a temp from drops, and it is cheap on the market. At best, it should be used as a rarely-used "panic button" power. So that is three powers that could be replaced with one power and a temp power. -
This pronoun thing is kind of interesting . . .
To me, the key is communication. If I write something that is confusing to the reader, then I have failed my job of communicating information or ideas. When I first read the original post, I was confused with what the original poster was saying. I have not seen anyone use those words before. Using non-standard pronouns to try to make a point distracts from the message and fails to accomplish the primary goal of communication. This thread is clear evidence showing that the distraction can become significant.
English uses "he" as the default pronoun for an individual person. However, there are ways around using that default without being confusing. For example, in the paragraph above, I used "original poster" rather than the pronoun. I could have used other gender-neutral terms such as the individual's name or words like "individual" or "person." Pronouns are a shorthand version of other words, so if a writer dislikes the implication of the pronoun, a writer can choose other words without creating a controversy. If I really want to use a pronoun, I feel it is a better practice to use the standard default or a commonly accepted alternative, such as "he or she," to prevent confusion. -
I have been having a lot of fun with mine, too. While I think my Ill/Rad is a little more flexible generally, the Ill/Cold is darn good for TFs. Those AVs go down fast. As much as I love Storm . . . Ill/Cold may be just barely passing Ill/Storm on my list of favorites.
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Quote:As I said in a previous post to this "getting really long" thread (so I can't blame anyone for not having read all of it), I have not yet had any personal experience with the PPP sets. (Too many alts, not enough time.) I've looked at the numbers some, but I don't have any personal experience with them yet. I HAVE tried out all of the Controller APP sets, so I can discuss my personal experience with those.Just found this guide. Pretty amazing work, Local Man! Making me want to revisit my 50 Ill/Rad whom I haven't played in ages.
Question on APPs: it seems to me that Mako's Leviathan Mastery PPP might actually be a pretty good choice. You get Water Spout, which does good damage against single targets (like AVs, Pylons) and can be -RES slotted, as well as Hibernate (good Oh Crap button) and Bile Spray -- for some more tasty AOE goodness.
Thoughts on how this would play, or how you would slot them in your build to replace Fire APP?
I know you like single-target blasts so maybe that's enough to discount Mako's PPP for you. What single-target chain do you run?
Thx.
GA
I currently have 4 Illusion controllers at level 50, with a few more in higher levels. Easily the most used APP power for all of them is the single-target blast. My Ill/Rad and Ill/TA use Fire, and my Ill/Storm and Ill/Cold use Ice. I find that my single target attack chain of Blind-Spectral Wounds-Blast-Spectral Wounds is fast and pretty seamless with a good amount of Recharge . . . there's a little bit of a gap before I can get the Recharge up there, but that can be filled with the AoE attack. Add in the additional benefit of a different damage type that is rarely resisted. That chain puts out a pretty good amount of damage. A minion goes down in one chain or less. A Lieutenant is down in less than two chains. I'm not usually a "DPS/DPA Min/Max" kind of guy, but it does a great job of doing damage to foes quickly, before the Illusory Damage heals back.
And that's why a fast attack chain is so important . . . the Illusory Damage. Kill the foe before the heal-back, and you keep the damage. That adds up to a big increase in the total damage you can do. That's why I recommend taking out minions and Lts. first, since bosses will take longer to take down and will probably last long enough for some of the heal-back. Since Illusion's PA is probably the best "control power" in the game for controlling multiple bosses (and AVs and EBs) in one shot, it is easy to save the Bosses for last.
I'm not sure that Mako's PPP provides much of an improvement over the Ice APP. Ice has a fast single target blast, Hibernate, an AoE cone, a Defense-based armor and a targetted AoE damage power. But I haven't tried the Mako set yet.
Most folks interested in the PPP sets are aiming towards Mace. Poisonous Ray is a single target blast, but Recharges in 24 seconds compared to 8. With a lot of Recharge, you still can't get PoiRay to Recharge quite fast enough. You would have to give up the single target attack chain, but PoiRay adds about 18% -Resistance. Some folks feel that the trade off is worth it. Most folks seem to be interested mainly in getting an additional pet from this set.
I'll probably try out the PPP sets someday. But I suspect that I will prefer the fast single target blast from the APP sets over the PPP sets. -
I already made some comments on this build in the thread to my Ill/Rad guide. Overall, it has a lot of good stuff and looks effective . . . not cheap, but it has perma PA and about 21% Ranged Defense. I would miss the AoE damage of Fireball, which I would take over Rise of the Phoenix, although I understand the idea of slotting RotP with the purple Stun set. The Stun purple set is cheaper than many of the other purple sets.
I'm not a big fan of Leadership on most controllers unless the build is loose . . . or unless you are able to stack it with several other players who are also using Leadership, because stacked Leadership becomes pretty nice. (I was on a fixed team for a while where we all had Leadership, quite nice!) I'm not saying it is a bad idea to give up a couple of personal powers for an increase in team damage and defense, but in general I feel other control powers will do more. I have Maneuvers on my Mind/FF to stack more Defense, and I have Assault and Tactics on my Plant/Rad. I tend to take Leadership more with Defenders, who get higher numbers. -
Overall, it is a nice build. You have perma-PA with room to spare. It won't be cheap, however, with all those purple sets. You made some choices differently than I would, but there is nothing wrong with those choices. You have some Defense . . . about 21% Ranged. If you are going to go for a Defense build, more would be a lot more useful. I've never been a huge fan of Leadership on an Ill/Rad, but it is not a bad choice -- just a personal preference.
One small change is that you may want to trade Group Invis for Combat Jumping -- a little bit more defense and Immob protection. A couple of choices you made are things I would miss . . . the AoE Damage of Fireball, for example. I would take and slot Fireball long before Rise of the Phoenix. Fireball adds a decent amount of damage on those large, fast moving teams -- it is a power I use constantly after the aggro has been grabbed by PA or teammates. Also, Fireball can be really handy, for example, when doing Tip Missions. If I'm out of Tips, I can go to Talos and kill large groups with one shot of Fireball. Ill/Rad is lacking in AoE damage, so having an AoE damage power is nice.
There are really a lot of options. Assuming you are really going for some decent amount of Defense, I played around with your build and got your Smashing/Lethal Defense up to about 35.4% with a few changes, but it might have some serious endurance issues unless you use the Cardiac Incarnate. It also traded the Fire APP for Ice to get the Ice Shield, and I replaced Rise of the Phoenix with Frost Breath. I also replaced Group Invis with Combat Jumping for a little bit extra Defense. CJ also gives some Immob protection, which is nice to have -- but it meant giving up Recall Friend.
But that certainly is not necessary. I see too many builds posted on the forums today where folks seem to think that softcapping Defense is essential, and especially for an Ill/Rad, it is not. At the other end of the spectrum is the "all team support" build, taking every team-friendly power and relying upon teammates to do all the damage. I prefer a build that is more all-purpose. -
Quote:A minor correction: Controllers have 8. Fire, Ice, Earth, Elec, Mind, Grav, Illusion, Plant. But we need MOAR!Well, if this is a comparison between how many Primary picks the various ATs have, Blasters, Corruptors and Defenders all have 10, while Dominators and Controllers each have 7. So while Tankers don't have the most choices at 8, they don't have the least, either.
That said, I'd like to see a Sonic or Radiation Melee/Defense combo, and there needs to be a Psi Melee to go with Willpower. When you start to go into new crazy ways of mitigating damage, though, well, other meleers could benefit from that as well. -
Griff is exactly right -- the lack of Blind is a severe problem. Maybe not "unplayable," but far less effective than it should be.
I'm not very experienced with Therm, but it looks as though there are some other problems with this build. I only have time, however for a few other quick points:
Fly -- As of I-19, Fly is at speed cap with no slotting at all. Slotting Flight Speed is wasted. I put a common EndRdx in Fly and that's all.
Phantom Army -- Your slotting confuses me. That Sovereign Right Resistance proc is a complete waste in Phantom Army. They are invulnerable. You need to cap PA's Recharge, then add as much Damage with some accuracy. Also, you used the Sovereign Right -Resist when there is one in Expediant Reinforcement that would have given you a set bonus -- I'm not sure why you used the Sovereign one, but you shouldn't use either. Take a look at my Illusion/Radiation Guide for much better slotting options. Replace the Dam/End with the Acc/Rech, then use Soulbound Dam/Rech and Chance for Build Up.
Indomidable Will: You slotted it for Defense when it only provides Psi Defense. What you need to slot it for is Recharge. The purpose of this power is Mez Protection. In fact, that is the main reason to take the Psi Pool. But Griff said the same advice I give over and over . . . you should get a fast recharging single target blast for the Blind-SW-Blast-SW attack chain. Fire and Ice both animate fastest, with Fire doing a little bit more damage. Primal and Psi Blasts will work, but Psi has the same kind of damage as Illusion, which is heavily resisted by some foes in the late game. It helps to take down these foes if you have a different damage type. -
Quote:Actually, my view is that Defense is NOT NECESSARY for a controller, even a mainly solo controller. I solo my Ill/Rad all the time with no Defense worth mentioning.I think what I was trying to ask was does it matter to have such defense for a controller? But now I understand of what you have said. It depends on the playstyle of the controller. Rather its a solo style or team support. I see now that if you are solo'ing alot then the Def softcap is a must or at least should have.
However, it is an option, and probably a better option for a controller who mostly solos than a team-oriented controller. When you don't have teammates to rely upon to save your butt, then lots of Defense can really help. The real question is whether the benefit of getting lots of defense is worth the cost. And that depends on how you play and how much aggro you draw personally vs aggro drawn by your pets and aggro eliminated by your controls.
So, if you don't want to make the sacrifices for a high defense build, and you are willing to use a more cautious playstyle, then you can do great without a bunch of Defense. However, if you mostly play solo (so that all the ally-only powers are not needed), then a high defense build is certainly worth considering. For a more team-oriented build, you will be sacrificing some powers that may, in the long run, provide more benefit for the team than personal defense for you might be -- but that also depends on your playstyle. -
Quote:Don't take World of Confusion. The widely agreed opinion on the power is, "it sucks." The Radius is too small to be useful and the confusion pulses are very short. Folks who have tried putting damage procs in it say it is bad for that, too.Thank you for the responce, with some minor switching I was able to get three slots into stamina and switched a couple IOs to get a bit of recover bonus and my END situation is looking far better (4.01 per second and I still keep my perma situation!). But I was wondering what I can take instead of Assault? I'm considering World of Confusion for character reasons and the fact that it doesn't really need any slots to be vaguely annoying as a 'stay away' power.
You actually have a few options. If you are looking for personal benefit, you could go with Combat Jumping. It provides Immobilization protection, maneuverability and a place to put a Luck of the Gambler Recharge, at a toggle cost that is virtually nothing.
You could always go for Mind Over Body, Psi's Resistance-based shield. Even with only one slot, it will reduce the damage you take a bit.
You could go with Super Speed -- it is faster than Fly and sometimes it is nice to have a second travel power. SS allows for quick battlefield maneuverability and makes it easy to lead your pets into the fight. (But I would go with CJ first.)
I went with the Fire APP, which offers Rise of the Phoenix, the only self-rez available to controller.
For team-oriented options, you could go with Stimulant. Ill/Rad does not have any power that grants Mez protection, so you could take one. You could go with Aid Other to supplement your AoE Heal, but that seems a bit of a waste.
Another kind of fun option is Fallout. (I did this on my Fire/Rad.) Consider this if you team with a lot of PUGs, or have a suicidal Blaster for a friend. Even with a single slot, Fallout does a lot of damage and a huge debuff. It is very, very situational, but in the right situation it can be a big benefit. Besides, it is kind of fun to blow up your teammate's corpse, especially since you have Recall Friend and Mutation. You could blow him up, and then hover overhead, recall him over the next group and blow him up again, etc. Fallout has a longish recharge, but the debuff it puts out is significant.
Plus there are a few somewhat sillier, more situational options like, uh, Group Fly, Air Superiority, Teleport, Kick or Boxing, etc. -
I saw the news story the other day. It was described as an area as big as Texas and New Mexico, or France+Germany. It is difficult to imagine the magnitude. The news indicated that most of the area is not densely populated, but there were certainly some signficant areas of concern.
I live in Florida, where the danger of Hurricanes is quite real. I personally have avoided going through the devastation, but I have family members who have lost homes to Hurricanes. It is a terrible time. You have to do everything you can to prepare, and then you still are not prepared for the tragedy of losing so much.
. . . but it is just stuff. The most important thing is to keep people safe . . . the stuff can be rebuilt. Years later, my brother who lost his home has recovered and gone on with life. Be Smart, Be Safe, and don't take unnecessary chances with the most important things . . . the lives of yourself and your loved ones. -
Quote:Uh, I can't quite decipher what you are asking. I'll take a rough guess that you are asking the need for Defense and/or Resistance for Controllers.Local Man! I'm not going to boast against you but simply just saying when the numbers of magnitude of mez cast (due to i.o. enahncers ehancement) are measured by the powers of mezzing duration from the caster (me) vs, Def and/or Res cap should def cap matters?
Or ... does it take skill/experience of such of a controller type to realise and understand these circimsyances whereas softcapping really makes a difference.
Now that being said, you have put in efforts into your build/s (ill/rad I have seen only) to soft cap def but my question is ... if a contoller is contolling supremely or at his/her master skill should these def caps matter?
And my response is . . . it depends. Thankfully, this game is not all about cookie cutter builds or it would get boring. Yes, it would be nice to have every character have soft-capped defenses to everything. Yes, you can soft-cap a Controller to some types or positions of Defense. The question is whether it is worth what you have to give up to get there. Maneuvers is one power pick. Weave takes three power picks.
I have said this several times: I am not a fan of getting high defense on controllers at the expense of control or team-friendly debuff, buff or other convenience powers. It seems that the Forums have build after build of "softcapped" controllers. I have certainly given advice on my suggestions to improve such builds, but my controllers will often have the shield from the APP set and that's all.
On a team-oriented controller, I feel his (or her) focus should be on providing maximum benefit to the team. That mostly means providing as much control, buffing and debuffing as possible, and having situational powers that can provide benefits at the right time. I rely upon teammates like Tanks and Scrappers to take the aggro. I rely on teammates like Blasters and Defenders to kill foes before they can do a bunch of damage to me. I don't mind having an occasional faceplant as long as I have helped the team move along faster and saved others from faceplanting.
I was on an ITF last night with my level 43 (now 44) Earth/Storm. I normally play Earth Controllers at range, doing what I can to avoid aggro because the AoE controls draw a lot of aggro. However, I was playing her a little bit more aggressive than I usually do because a buddy of mine was playing his Kin/Rad, and he's a really good Kin/Rad . . . I knew that if I was in melee, he would be sending out heals on a regular basis. Another buddy of mine was main tank, and the team had 2 tanks and a Brute, so I figured they would be pulling most of the aggro. As a result, I spent time in Hurricane, throwing out my AoE Controls, debuffs and damage powers and overall had a great time . . . even though I faceplanted about 4 times (which is a lot for me). We didn't exactly rush and got the entire thing done in just a few seconds over 1 hour. I added a lot to that. I'm glad I did not give up powers like Snow Storm and O2-Boost or Thunderclap to fit in three Fighting powers.
There are several ways to play controllers. High Defense builds can play more aggressively and gain personal survival at the expense of fewer powers to use and less benefit to the team. Personally, I tend to play my controllers cautiously, avoiding aggro as much as possible and rarely dying. I don't need high defense because of the way I play, but I have lots of tools in the toolchest. I like to have some situational powers that others might skip. My Fire Controllers have Bonfire for those occasional times when it is the right tool for the job (like the Recluse Buffing Towers in the STF). Most of my Stormies have O2 Boost for helping teammates.
My personal Illusion/Rad only has the Fire Resistance Shield, and it only has the base slot with an Resist IO. I might be able to free up one more slot for it was some creative slotting. I don't rely upon Defense. Instead, I use my control powers to avoid aggro. I use Deceive a lot, especially before the fight begins. Phantom Army draw the aggro, and I am cautious to avoid over-aggro. Solo, I tend to go somewhat slow because I prefer to spend a little bit of extra time to avoid taking damage -- I typically go through Tip Missions solo without being hit a single time.
If you got the idea from some of my recent posts that I encourage high defense builds, that's not accurate. I was just responding to several builds posted that were defense builds. I find it more of a challenge to forego the Defense and try to benefit the team more. -
Quote:The Spirit had a lot more Camp. This show had campy elements, but just kind of glosses over them and lives with them. Pretty standard for TV versions of Comic and sci-fi themed shows.Enjoyed it and have hope for it but the cliches were very heavy handed and the hero was just plain bland. It's not a good sign when all of your secondary characters are charismatic and your main character is meh.
Although admittedly in the Batman tv series many of the villains had much better presence than Batman or Robin.
Overall the series reminded me a lot of The Spirit in the way it took the campy bits seriously if that makes any sense.
The Spirit had camp elevated to such an extreme level that most people hated it . . . I enjoyed it and laughed my tail off. (Samuel L. Jackson in a Nazi outfit for no apparent reason? Other than to show that he is up there with the most evil guys ever.)
I thought the show was . . . decent. I'll keep watching to see other episodes, as I always enjoy seeing Summer Glau, but I won't be surprised if it gets cancelled. It is not nearly as good as Journeyman or Sarah Conners Cronicles, and those got cancelled. -
Quote:Nope, I don't have first hand experience. The concept of my main Ill/Rad just won't let me take him Red side, so I haven't tried it. I have a second Ill/Rad on another server in the low 40's, and I've considered taking that one Red side to try out the PPP sets. I can certainly see how it is tempting.Anyone have much experience with Summon Tarantula from the villain PPP. Is it durable enough, does it do much damage, and does it tend to last for its whole duration or does it get killed too fast. Assume it would be in a build that would make it perma, is it worth while?
Also, with Poisonous Ray, does the -def & -res stack with the other rad toggles? I'd assume so but I'd love confirmation. Is it a noticeable improvement over just using the rad toggles? I'm thinking this would be usefull in soloing GMs and AVs but does anyone have some first hand experience? (Local_Man, I'm lookin at you)
Thank you for your thoughts and suggestions
-Fritz
The big problem I have with the Mace Poisonous Ray is that its recharge to too slow for the fast Blind-SW-Blast-SW attack chain that you can get with Fire or Ice Blast. It will work with Primal and Psi Blast. All of those are from the Hero APPs. Fire Blast does about 43 points of damage with a Recharge of 8 seconds. With enhancement, it adds up to a lot of damage that can be done very quickly, letting you kill stuff before losing out on the Illusory Damage from Spectral Wounds. I think the recharge on Fire Blast in my build is under 4 seconds.
PoiRay does 53 points of damage with a Recharge of 24 seconds, but it has an 18% Resist Debuff. Yes, that will add to its damage and help the team do more damage. Slotted up, the recharge on PoiRay will probably be around 10 sec. That makes a big difference. By the time PoiRay fires its third blast, Fire Blast has hit 5 as part of a smooth attack chain.
Are the other benefits of PoiRay (Debuffs, access to another pet) worth the trade offs? That's up to you. -
I don't have access to Mids, so a data chunk alone is unreadable.
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Well, there are a few things here that I would change. One thing you need to realize -- Assault does not buff Phantom Army. It will provide the buff to your teammates and to Phantasm, but not PA.
Stamina needs 3 slots. When an Ill/Rad is using the debuffs and its attack chain, it goes through endurance pretty quickly. I have both the Numina and Miracle procs, too. You have 3 -Knockbacks in the build -- I get by with one. One will cover about 90-92% of the knockback in the game, and two will get that up to about 97%. You can pull a slot out of Hover for Stamina. The other can come from Hasten -- see below.
Blind: I like the Devastation Chance for Hold in some powers (like fast recharging blasts), but not Blind. In effect, you are giving up Damage for a very small benefit. Blind does so many things and needs a lot of slotting for its key use, setting up Containment. Blind can be slotted for Acc, Hold, EndRdx, Rech, Dam, Range and even Sleep. It mostly needs good Acc, some Hold duration but not a lot, some Recharge, and as much Damage as you can fit in.
The Devastation Chance for Hold has a 15% chance to hit. However, Blind already holds all Minions and Lieutenants it hits, and has a 20% chance to stack an extra mag to hold Bosses. (That's what happens everytime you see "Overpower.") That 20% chance is wasted unless it is on a boss. Same with your 15% . . . Blind already holds minions and Lts. by itself, and will hold approximately 20% (actually a little bit lower) of the bosses. So that proc will only have any benefit whatsoever on about 80% of the Bosses that Blind hits, and then it only has a 15% chance to have an effect on that Boss. Is that really worth a slot? If you put a common Damage IO there, you would get that added damage on 100% of the foes hit by Blind. In my guide, I recommend an Acc/Dam Hami-O and a common Damage IO to get the most damage out of two slots left over when the first 4 are filled with Baz Gaze.
Rad Infection: I think the ToHit Debuff is far more important than the Defense Debuff. Why? Most folks have enough accuracy to hit at the 95% cap and more Defense Debuff is wasted -- it only benefits those hard-to-hit foes. But ToHit Debuff is much the same as defense for the entire team, as it makes it harder for the foes to hit you. My suggested cheap slotting is 4 Dark Watcher for the 5% Recharge. If you can afford it, the optimal slotting (for the power, not set bonuses) in the fewest slots is 3 Enzyme Hami-Os (ToHit Debuff, Defense Debuff, EndRdx). If you have a spare slot, the Achilles Heal Chance for Resist Debuff is nice, but I'm not sure you have the slots.
Hasten: Once you have enough Recharge for perma-PA, you only need 2 Recharge for Hasten and it is still Perma. So you can use that slot in Stamina.
PA: Change those last two slots to either Soulbound Dam/Rech and Soulbound Chance for Build Up, or if you can't afford the purples (which are cheap for purples), try the two triples from Call to Arms.
I explain in guide why I prefer the Fire APP over Psi, but if you really want Mez Proteciton and are willing to give up the different damage type, then your slotting is fine. You could replace the Dam/End in Psi Tornado with a common Recharge if you think you need it. Even better -- put that slot in Health for a Miracle proc. -
Quote:Why don't you make one and post it for comments? We have had a lot of folks coming on the boards lately and making "Make me an uber build" threads. It is a little bit frustrating when people want others to do all the work of making a build. The problem is that we don't really know what you have in mind. I have taken the time to help several people who then later tell me additional information that makes my help worthless.Hello everyone. I've searched the post for ideas on what a good ill/therm build would look like. So far haven't had much luck and if I do look further back in the later post, I can imagine those builds (if any) would be out dated due to the new inherited Fitness Power Pool. I've been trying to tweak a build but it is difficult to start.
Can anyone suggest any ideas or better yet post a build on here? My goals with this toon is to be team friendly and too solo mishes. Ideas in mind for the build will include "Recall Friend". TP Foe (maybe) for solo purposes and of course, "Leadership". Also I was thinking on taking up on "Fly" as well. I don't think "Hasten" may be a requirment altho I have it on every other toon along with "Super Speed" and the combo of "Leaping Power Pool" as well.
All kindly inputs will be highly appreciaed. Thanx!
Make a build, explain why you wanted to take things, and ask questions about powers or slotting where you were unsure. Explain your playstyle, because a build to fit your playstyle may be different than mine.
For example, I would never, ever skip Hasten on an Illusion build. I want Phantom Army up as much as possible, and Hasten provides 70% Recharge. If you are not all that familiar with Illusion, I suggest you take a look at my Illusion/Radiation guide, linked in my sig. The guide has lots of examples of slotting options for Illusion powers. Some of the Therm powers are similar to Rad, and a lot of the information in the guide applies to all Illusion Controllers. -
Quote:TA should be the king of debuffing, since it has no buff powers. Every other set has something that you can use to buff the team. However, TA has no -Regen other than EM Pulse Arrow with a long recharge (Rad has EM Pulse, too, plus the -500% in Ling Rad). The -Recharge in Glue Arrow is almost non-existant (Rad has -75% Recharge in Ling Rad). It has almost no -ToHit, since Flash Arrow only gives about 5% (Rad has 25% in Rad Inf). The Defense Debuff in Acid Arrow is decent, but the radius is far too small. The only really good debuff is -Resistance, with 15% from Acid (with its too small radius) and 15% from Dispersion Arrow (Rad has 22.5% -Resistance from EF, a toggle with a larger radius than Acid). TA has 20% Damage debuff from PGA (Rad has 25% from EF).I'd give a minor buff to PGA or DA and that's about it. TA is extremely endurance friendly and the cast times are suberb. Also, some might argue that having no toggles is a blessing (I like having a debuff toggle just for the sake of herding or safer pulling).
TA is good. Rad and Cold are ridiculously good and easy to use. Maybe that's the problem to begin with.
(Those numbers are off the top of my head . . . I probably should double check them.)
Rad outshines TA in all debuffs except -Resistance. TA has some nice control powers and a nice damage power to somewhat make up for it, but TA's numbers really are a problem. A lot of ideas have been thrown around, and many of them have merit: Increase the radius of Acid, add -Regen to PGA, Add more ToHit Debuff to Flash, add more -Recharge to Glue Arrow, etc. -
I don't know. Never tried it or tested it. I don't recall anyone else testing it, although someone probably has. I use it in Phantom Army and it procs often because there are three army guys doing attacks.
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Well, now you are giving up Flash, so you don't have EITHER of the PB AoE Holds. I have both and feel that having both makes both of them more valuable. (My Ill/Rad guide explains why.) Those two powers are important control powers for large groups, and can work as great "panic button" powers when needed. I would agree that Spectral Terror is more important than Flash, but not Mutation or even Recall Friend. You are, after all, a "controller." Granted, that is my opinion and others might not agree.
Don't get me wrong -- I like having Mutation. I added it back into my build with I-19. But there are so many options for Rez in today's game (Inspiration combining, Day job, temp power from bank missions and more people having rez powers due to I-19) that a specific rez power is needed less.
Of course, you play your character with your own style. If I had known that you were using the Musc Boost, then the focus on Damage would have been less. -
Skipping Spectral Terror is a huge mistake in my view. It is arguably the second best power in the Illusion set, and is your main source of AoE control. At the very least, you should give up Mutation or Recall Friend to include Spectral Terror. I would probably give up Mutation.
You have also given up some damage in your build to get the defense. You have underslotted Damage in Spectral Wounds, Phantasm and the PPP pet, and put no damage in Blind.
Here's my suggestion on how you could improve the build. Personally, I don't bother with defense, but here's how it could work.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-EndRdx/Rchg/Hold(17), HO:Nucle(21), Dmg-I(27), BasGaze-Acc/EndRdx/Rchg/Hold(31)
Level 1: Radiant Aura -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(31), Dct'dW-Rchg(37)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), HO:Nucle(7), Decim-Dmg/EndRdx(25), Decim-Acc/EndRdx/Rchg(25), Decim-Build%(27), Decim-Acc/Dmg/Rchg(31)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Superior Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(9), LkGmblr-Rchg+(21), RedFtn-Def(34), RedFtn-EndRdx(34)
Level 10: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(34), CoPers-Conf%(40), CoPers-Conf(50)
Level 12: Radiation Infection -- HO:Enzym(A), HO:Enzym(13), HO:Enzym(13)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Recall Friend -- Winter-ResSlow(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), S'bndAl-Dmg/Rchg(29), S'bndAl-Build%(29), ExRmnt-EndRdx/Dmg/Rchg(36)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 24: Kick -- FrcFbk-Rechg%(A)
Level 26: Spectral Terror -- Abys-Acc/Fear/Rchg(A)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(36), LkGmblr-Def(46), Ksmt-ToHit+(50)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), SvgnRt-Acc/Dmg(46)
Level 35: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(37), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40), RedFtn-EndRdx(43)
Level 38: Flash -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-EndRdx(43), LkGmblr-Rchg+(43)
Level 44: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(45), Decim-Dmg/Rchg(46)
Level 47: Summon Tarantula -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), SvgnRt-Acc/Dmg(50)
Level 49: Group Invisibility -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(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 -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(15), Efficacy-EndMod/Acc(15)
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Quote:If adding both debuffs to PGA is too much, then add either the ToHit debuff or the -Regen into Disruption Arrow. Disruption is a single-purpose arrow, so it could take another debuff.I will never argue with someone about TA needing more -Regen -- it does and PGA is the perfect place to put it. Adding both that *and* -ToHit is asking too much I think, and isn't really needed (not that I'd turn it down).
Also, OSA stands out quite a bit - especially on a more ST set such as Illusion. And 35 is still more than 1/2 of your toon's lifetime, even if you toss it as soon as you hit 50.
But that's just me - I love TA and have never gotten in to Rad (for all that the numbers say it is a superior set).
It is just that if TA is supposed to be such a heavy debuff set, it really needs to cover the bases on debuffs. -
I took a quick look at your build and have some suggested changes for the slotting. I think this will be more effective, with more damage and better Recovery and Regen. I added some Hami-Os, but you could use Acc/Dam set IOs if you have to. I also added a few somewhat expensive procs, but you can get those with Alignment Merits.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Griff Wonder: Level 50 Magic 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 -- HO:Nucle(A), BasGaze-Acc/Hold(3), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(5), Dmg-I(50)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(13), HO:Nucle(25)
Level 4: Radiation Infection -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(15), DarkWD-ToHitDeb(15), DarkWD-Rchg/EndRdx(31)
Level 6: Deceive -- CoPers-Acc/Rchg(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(17), CoPers-Conf/EndRdx(19), CoPers-Conf%(19)
Level 8: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-Acc/Rchg(23), Efficacy-EndMod/Acc(23), Efficacy-EndMod/EndRdx(25)
Level 10: Hover -- LkGmblr-Rchg+(A)
Level 12: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(27), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(29), RedFtn-EndRdx(31)
Level 14: Fly -- EndRdx-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 18: Phantom Army -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Rchg(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Build%(34)
Level 20: Enervating Field -- EndRdx-I(A), EndRdx-I(34)
Level 22: Lingering Radiation -- Acc-I(A)
Level 24: Mutation -- RechRdx-I(A)
Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(36), U'spkT-Acc/EndRdx(36), U'spkT-Stun%(36), U'spkT-Fear/Rng(37)
Level 28: Recall Friend -- Zephyr-ResKB(A)
Level 30: Flash -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/Rchg(39), EoCur-Acc/Rchg(50)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(40), BldM'dt-Acc/Dmg(45)
Level 35: Group Invisibility -- LkGmblr-Rchg+(A)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(42)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48)
Level 47: Rise of the Phoenix -- RechRdx-I(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(43), Mrcl-Heal(45), Mrcl-Rcvry+(45)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc(48), P'Shift-End%(50)
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