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Unfortunately, you have picked a powerset combo that is pretty rare . . . I don't recall ever seeing a Grav/Sonic. I'm sure there are some out there, but it is not a combo discussed on the boards much. I know some about Gravity, but my Sonic characters aren't very high.
In low levels, you WILL have endurance issues . . . almost everyone does. Once you get Stamina, you won't need to slot as many EndRdx. In low levels, carry a lot of blue inspirations, and take your time between battles to recover your blue bar. Unfortunately, my understanding is that Sonic is pretty high on the endurance usage.
Personally, I skipped Lift. Grav. Dist.-Crush-Propel is an attack chain on its own, so I didn't take Lift. You may be able to fit it in if you want.
With all powers that take Accuracy, slot Accuracy first. Why? if you miss, you just wasted a bunch of endurance with nothing to show for it.
Dimension Shift is one of the most widely hated powers in the game. However, a few people are able to make use of it, mostly solo. Put me in the "hate it" camp. -
Quote:Not just one TF, there are four TFs . . . but poorly designed. I love the look and the story behind the Shadow Shard, but the TFs badly need a re-write. There is so much potential in that zone, it is really a pity.The Shadow Shard - not many reasons to go there other than, if you haven't, you should.
There are repeatable missions, a TF, and a Jetpack vendor, but not much else besides a totally unique, freaky-looking zone made up of floating islands and other-worldly creatures.
On Peregrine Island, open your map and find the Firebase Zulu marker in Portal Court.
Follow that into the building and through the portal.
Talk to the guys on the other side for an introduction to the zone, especially traveling between the floating islands via Force Gysers.
Then go explore. -
There are quite a few.
Blue side: At least once, you should go through the Hollows arcs. The Frostfire Mission is a lot of fun, and great XP. After level 5, you get sent to Officer Wincott anyway.
The new Positron TFs (two parts) are a lot of fun. In fact, all the Task Force Commander TFs are worth doing -- at least for the merits. Positron for 10-15, Synapse for 16-20, Sister Psyche at 20-25, Citadel at 25-30, Manticore at 30-35 and Numina at 35-40. The Eden Trial is really unique, at levels 38-41.
At level 15 (although you can wait until 17 or 18), you should do the Faultline arc. Go to Faultline and talk to Jim Trembler near in the middle of the park near the front. (Also, make sure to fly through the middle of the doughnut for a badge!)
In the 20's, there are several story arcs that are fun. The Wheel of Destruction, Freaklympics are two that stand out.
Starting at level 20, you can go to Striga Isle. The missions there give some nice temp powers and help you get the vampire and werewolf badges, which you need for the Atlas Medalion. The Hess TF is a must do.
At level 25, you can start the Croatoa arcs. After you complete those 4 contacts, you can do the Katie Hannon TF.
Starting at level 35, you can do the Rikti War zone arcs. There are also a few story arcs in the 30's that are good, like Cado Kestral (but many of the maps are annoying). Also at level 35, you can do the Midnighter arc to get into Cimerroa.
Tina McIntyre at 40 in Peregrine Isle. Unai and Maria Jenkins at 45-50.
At 50, you need to do the Statesman's TF, the Lady Grey TF and the Imperious TF. You should go on a Rikti Ship Raid and a Hamidon Raid at least once. -
I think the second character should probably be a Fire/Rad controller. In low levels, you could put that one on auto heal, with an occasional AM. Hot Feet comes available at level 8. In upper levels, Hot Feet+Choking Cloud+Fire Imps will kill stuff with no attention at all, assuming the primary character can get the aggro.
For the primary? Something with a strong aggro aura. Maybe a Invuln/Fire tank. Fire does good AoE damage and Invuln has high survivability with a strong aggro aura. Or maybe an Ice/Fire, but I think that Invuln has more survivability. -
Quote:Well, I also have to say that I love the general feeling when I fire off Oil Slick at a large group, then use my little macro to target the Oil Slick and shoot Fireball. WHOOSH! Fire everywhere, and the slick is flaming away, bar-b-queing the bad guys. It is just so satisfying!Yep, all Epic versions are Knockdown rather than knockback, which is lovely.
Giving pets knockback is a horrible idea, they fixed Mr Lich and the Bruiser. Wish they'd do the same with Phanty.
I agree with you, Fireball is better from a pure stats PoV, it will preform better. But in terms of theme I got irked with Fire both times I tried it (on an Illusion/Storm and Grav/TA) and went with more thematic Epics in the end (Cold and Primal respectively). The Shields especially I just couldn't live with looking at.
Primal is a decent enough substitute, especially if you get the FF proc. My Grav/TA gets better milage from Power boost than an Illusionist would though.
The theme of my Ill/TA has no problem with pulling out a bunch of flame as part of his magic act. I wanted a name that reflected both the Bow & Arrow and an Illusionist -- and I love bad puns. So he became the official entertainer/magician for the French Foreign Legion (kind of like a USO performer) who uses trick arrows as part of the act, named "Beau Jester." -
Quote:Take a look at my Illusion/Radiation Guide -- just click on the link in my signature below. An Ill/Rad is the most flexible build in the game. Great solo. Great on small teams. Great on big teams. The only thing an Ill/Rad is not good at is farming large numbers of foes, but no build is better than an Ill/Rad at handling really tough foes like AVs.I am the kind of player that loves to team up and be useful to any team i get into.
I liked the idea of controllers, making enemies immobile, or slowing them down, or putting them to sleep.
i want a build that works good enough solo, but goes great with a team and good for endgame raids and instances.
yes i have given the guides section a look, but its like being a kid in a candy store i can't decide on what to get.
I also recommend an Ill/Rad as a "first" controller. It is easy to play moderately well, but has the complexity to be a challenge to play it really well.
My guide has recommendations on an effective leveling-up build, lots of strategies, and then includes discussions on the super end-game build. It also has a lot of information on the basics of being a controller. -
Quote:First, let me deal with your last question. My Illusion/Radiation guide gives a lot of the details of Choking Cloud, so you may want to look there. CC needs to be paired with some other kind of AoE control to be effective. I love it on a Fire/Rad . . . Flashfire + Fire Cages, then run in with both Hot Feet + Choking Cloud on, and the foes die in a short time. It also works well with Ice/Rad . . . Ice Slick from range, then run in with Arctic Air + Choking Cloud. Foes will be Held and/or Confused, Slowed and Afraid, and sitting ducks for your teammates. See the pattern? CC is most effective when you can combine it with some kind of ranged control, and then combine it with another kind of PB AoE aura (or if you can stack CC with another Rad). It might be somewhat effective if you Wormhole foes into your aura, but once the stun wears off, some of them will break out of the hold and start shooting at you . . . that second aura is there to handle the guys who don't stay held. I wouldn't recommend Choking Cloud on a Grav/Rad, but a few people like the power on other characters. If you want, try it out and you can always respec out later . . . that's what I did with my first Ill/Rad.I haven't played Grav consistantly since the early days of the game, but thinking of starting one up again GR. The set holds a lot of sentimental feelings so will be nice to take it out for a spin again.
Previously I played as a Grav/Kin by the name of Kinetic Kat, so Kinetics is definitly out of the question. (Shame that back then no one appreciated Kinetics..until after I stopped playing it!)
Currently I'm torn between /Storm and /Rad, leaning more to /Rad because Peacemoon is already a Mind/Storm and not sure I can make another character with the constant steamy mist ring again
Also it would be more of a concept character, a scientist and inentor. I have no intention of minmaxing him. Aid Other/Self and Dimension Shift are both on the cards. He would probably be teamed with a Bots/Traps MM all the time come GR. (Robo wife, if anyone is interested in their concept)
My biggest question is over Choking Cloud as I've never used that power before. Think it will work for Gravy and help improve the overall control?
Pairing a Gravity Controller with a Bots/Traps? I see some serious nastiness with Wormhole. Personally, I'd stick with Grav/Storm (Wormhole to a corner where a lot of tripmines have been set. Pin them in the corner with Hurricane, Debuff with Freezing Rain and Acid Morter, blast them with Lightning Storm and the Bots.) But Grav/Rad would certainly work (Wormhole to a spot with Tripmines, Crushing Field+RI+EF+Acid Morter while the Bots wipe them out). -
Oops, you are right. It was changed a while ago before it was added to the primal set, it does knockdown instead of knockback. Phanty's version still does knockback, but not the Primal version. Still, I like Fireball better. It can hit more foes and doesn't require careful positioning like a cone does.
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Quote:If you are not careful, Torrent will knock foes out of your Oil Slick, too. I like fire for a few reasons: Fire Blast has a faster animation and does more damage. Fireball is also fast, does great damage and it simply looks awesome to blast a group with Fireball and then have them continue to roast in the oil slick.Primal is probably the most thematic to go with Illusion I find. And Power Boosted EMP Arrow is hilarious.
Primals energy blasts will happily ignite Oil Slick as well, Torrent is surprisingly good at it (and will also take a Forced Feedback PROC as it does Knockdown). The single target blast is a bit pants in Primal though, the animation is annoying I've found. You want Torrent. It's pretty excellent and the FX for it are deceptive. It's actually a fairly wide cone (wider than a lot of other cone attacks).
I've always found Deceive is great at low levels and situational at higher ones, again due to animation times. I'd go 4 slots as well. 1 acc, 2 confuse and 1 recharge, because I don't want to spent too long standing around doing the hand-waving thing.
As for Power Boost, do you really need to EXTEND the hold from EM Pulse Arrow? It already lasts for a long time -- if you can't defeat the foes in that time, you have other problems and may need more damage.
However, one of the things I really like about Deceive is the duration of the control. Basically, if you Deceive a guy, he's not only helping you out, he is out of the fight for most or all of the fight as well. That is worth a little extra time waiving hands to me. PLUS, once you can get that Contagious Confusion proc, it becomes an occasional mini-Mass Confusion power, which is just awesome if you use Deceive to take a Boss out before the fight since the proc may take a bunch of the minions and Lts, too. Nothing is better than Deceive to take a problem foe (Sappers, I'm looking at you!) out of the fight before it begins. -
Not bad for a start. One thing you did not mention is whether you expect to mostly solo or team . . . it makes a difference, especially with the slotting of Blind.
Blind's most important use is to set up Containment for Spectral Wounds. (For single target control, Deceive is actually better.) So, hold duration isn't all that important. My standard slotting for most control powers is 2 Acc, 2 Hold, 2 Rech, and that would be better than your slotting, but you could mix in some damage in place of some Hold. Team, I'd probably go with 2 Acc, 2 Rech, 1 Hold, 1 Dam. Solo, I'd consider 2 Acc, 1 Rech, 3 Damage.
Spectral Wounds? I prefer 1 Acc, 3 Dam, 2 Rech.
Deceive gets the 2/2/2 treatment.
Glue arrow is very nice in lower levels, but as you go higher, it becomes less and less important. I think I put 2 Rech in mine.
Ice Arrow is actually a pretty poor hold power. I mainly use it to stack holds on bosses. I think I only have 4 slots in it . . . 1 Acc, 2 Hold, 1 Rech. Plus, you could move it back to fit Stamina in by 20.
I would move up Acid Arrow. It is your most important debuff arrow.
Phantasm doesn't need Recharge. He is perma and doesn't die very often.
Don't bother with Slow in Oil Slick, you need max Recharge and Damage more. If you want some extra slow, use Glue Arrow.
I'm not very clear about your reason for choosing the Primal APP. The origin Temp power has nothing to do with your APP set. I like Fire because it gives you better options . . . You can light the Slick with both Fire Blast and Fireball. I chose Aid Other and Aid Self as my last two powers . . . but that was entirely optional. -
There are a few temp powers available that are not as limited as the ones you get as recipes. Croatoa has missions that give you a sword, a bow & arrow and a ranged Rune power. If you haven't done the Croatoa arcs, those might be worth doing even if you have to do them through Ouroborus.
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Most other controller sets have something that will neuter foes to allow a controller to go into melee. Ice's Ice Slick. Earth's Earthquake or Stalagmites+Stone Cages. Fire's Flashfire+Fire Cages. Plant's Seeds+Roots. Even Mind's Mass Hypnosis. Once an AoE control is out, then other sets have the same opportunity for Fulcrum Shift + Fissure . . . and some sets have other AoE damage options.
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Quote:Correct. PA cannot be buffed by anything not actually slotted in the power. That is one of the reasons that I have generally considered sets with debuffs to be a better pairing with Illusion, because the debuffs have the effect of buffing PA. The only benefit Kinetics gives to Phantom Army is higher recharge from Siphon Speed. And since Illusion only has single target damage attacks (other than Phanty's Torrent), it really can't take as much advantage of Fulcrum Shift as other controller builds.not having played an ill/kin i might be wrong about this.
but i don't think FS effects PA
so it seems massively under-performing to me.
The combo of Fulcrum Shift and Fissure can add up to a lot of damage. But that has nothing to do with Illusion. Fulcrum Shift will give a huge damage buff to Blind and Spectral Wounds, so clearly an Ill/Kin will be able to do some pretty good damage. There are trade-offs. If you go with the Earth APP set, you give up the single target Blast from the Fire or Ice APP sets. Those blasts can give you a really nice single-target continuous attack chain of Blind-SW-Blast-SW.
Earlier in this thread, Psiphon said that he felt that Ill/Rad and Ill/Kin put out about the same amount of damage before Fulcrum Shift. I don't buy that one. Siphon Power gives a 20% buff to damage (if it hits), and can be stacked (but not for very long in those lower levels). It only affects the character and, if Phanty is close enough, your Phantasm. Rad's EF grants a 22.5% debuff that is autohit and continuous, and also buffs the damage done by PA as well as Phanty and Phanty's Decoy. I don't see how an Ill/Kin could outdamage an Ill/Rad before Fulcrum Shift (assuming both were competant players). -
On my Fire/Rad, I have Dam/End and Acc/Dam/End from Scirocco's, Dam/Slow and EndRdx/Rech/Slow from Tempered Readiness, Acc/Dam Hami-O and a common EndRdx. That slotting caps EndRdx and damage, has a decent amount of accuracy and adds some Slow. The Slow helps to keep foes in the area of effect longer even if they are not caged -- if they are slowly running away instead of immobilized, then they are less likely to attack me.
I use the same slotting on my Fire/Kin, but use an Acc/Dam from some other set rather than the Hami-O. On a Fire/Kin, you can get by with less slotting for Damage, assuming you get Fulcrum Shift buffing your damage enough. But when it misses, I'm glad I have plenty of Damage slotting. With a Fire/Kin, you might be able to get away with less slotting for EndRdx, but there are times that Transference misses, too. -
Quote:I would include Illusion/Trick Arrow as a great pairing, too. I took one up to 50 because I wanted to try out the Trick Arrow set. TA fills a lot of the holes in the Illusion set to make a very effective character . . . besides, I really liked my character concept. I wanted a name to reflect both the Bow-n-Arrow and the Illusionist . . . He became an entertainer for the French Foreign Legion, amusing the troops with his magic tricks, trick arrow shooting and jokes. His name? Beau Jester. (I love bad puns.)I would give Ill/Rad, Ill/Kin, Ill/Storm, and Ill/Cold all high marks. There isn't a "best" one.
As far as any of them being the "most powerful," "most flexible," etc, I would just say not particularly. Illusion Control is basically a Mastermind set with a few controls thrown in. It's very good at the same things Masterminds tend to be good at and has one really good single target mezz (Deceive). Like a Mastermind it does well solo and against AVs. It's AoE control is uniformly third-rate compared even to Fire Control. You can take a secondary to sort-of fix this, but so could any other primary. IMO while Illusion is a great set, it's barely a control set at all. -
Quote:The problem is that Phantasm acts as a ranged energy blaster . . . he mostly floats out of melee range and shoots foes, often knocking them back. If you put the Field on Phanty, then most of the time he won't be in melee range.Thanks guys, I am going to give it a try, then again I do have my Plant pets to cast it on, they die alot too but not in a minute or less, PA ROCKS! I could put it on the level 32 pet there (Summon Phantom), he atleast should last a while.
The absolute best pet for Disruption Field is Earth's Animate Stone. He's tough, so he lasts a while (especially if you buff his already high resistance with Sonic buffs). He usually goes into melee after one ranged attack, so he will debuff foes a lot. -
It depends on your goals. If you want to maximize Merits and competion bonuses, or you are trying to get stuff done in a short time, then Stealthing missions is a great way to do it. Most of the time on Task Forces, we will stealth every mission we can to save time. Once you are level 50, XP is meaningless and the Merits are far more valuable than influence, so on many TFs, we stealth our way through.
Some TFs are far better to use stealth. On the Statesman TF, we always stealth our way to the Vine room. In the Cavern of Transcendance trial, Stealth + TP will cut the time of that thing to about a third of the time you would spend killing everything. And if you ever get on a Shard TF, you really, really want to be able to stealth through missions whenever possible. -
Grav/Cold may have the same mechanic with Sleet as Grav/Storm has with Freezing Rain, but Storm gets it at 16 instead of 35. Plus, I found that Hurricane makes a big difference on this character -- I use Hurricane more on my Grav/Storm than my other Stormies. Since he is so single-target-damage focused, he needs something to protect him while he pounds on that single target. Hurricane does the job even if Wormhole misses.
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Quote:Absolutely, Disruption Field can be put onto Phantom Army. I have teamed with a Sonic who did just that. Of course, the PA will go away after 60 seconds.Hey All,
Now I read Local's guide for Ill/Rad's (very very good), however my Ill is a Sonic (it's a team thing) and I was wondering if I can place Sonic Dispersion on them at all? I do have Plant Pets I could do it with if thats not possible, but I was just wondering?
-Rb -
Quote:I like it! Far better than I could have done . . .
No Network Man . . . I played out the "Local Man" joke far enough, so my other characters have other puns and joke names. -
Quote:Thanks for the feedback guys but i still see some issues with your build. The build you posted in your guide with ice mastery epic has 6 7.5% recharge bonuses. Since you only get the bonus for the first 5 you have some wasted recharge there.
I do agree with taking RI earlier and flash later. That was a mistake in my build progression and I adjusted accordingly. Still working through this but some good advice thus far.
There are three LotG 7.5% Recharge IOs and three Basilisk Gaze with 7.5% Recharge . . . but those are separate under the "Rule of 5." The Recharge from the LotG is an enhancement rather than a set bonus. So you get the benefit of all of them. If you had the powers to add them, you could add two more LotG Recharge, and two more IO sets with a 7.5% Recharge.
On your build, you could save two slots by putting a fifth LotG Recharge in Superior Invis and then reducing the slots in Stamina. I'm not a fan of Leadership on most controllers -- personally, I'd rather have an APP blast and EM Pulse, but that is a viable choice. In Phantom Army, you already have a ton of global accuracy -- to get a little more damage out of PA, replace the Acc/Dam/Rech from Soulbound with a Dam/Rech, and then replace the Recharge common with a Chance for Build Up. You still have perma PA, but you get more damage, a damage buff from the Chance for Build Up (with three PA, it has a higher chance of going off and it will affect Phantasm, too). Plus you get a nice Regen bonus of 16%. -
Quote:I tried several Gravity controllers with various secondaries, and I just didn't like Gravity. I tried Grav/Rad, Grav/Kin and Grav/FF . . .I use to have a grav/rad but when i played it i wasnt fan of rad back then, i like rad now but i would like to know some other choices i have for a gravity controller?
Thanks for the advice in advance.
Until I was able to get a Grav/Storm up past level 26. There is a special aspect of Gravity that really works with Storm. The AoE Immob, Crushing Field, does not have knockback protection, unlike the AoE Immob in other sets (other than Illusion and Mind). This means that Freezing Rain+Crushing Field can act as a knockdown field. But I was still taking a lot of damage . . . until Hurricane and its ToHit Debuff. And then Wormhole lets me put them right where I want, and I can stack the stun in Wormhole with Thunderclap. And then you add the damage from Tornado and Lightning Storm.
Now, my Grav/Storm is one of my favorite Controllers to solo with. Good single target damage with Grav. Dist. - Crush - Propel. For protection, I use Hurricane. AoE control with Wormhole+Crushing Field+Freezing Rain+Thunderclap. Singularity is my tank to draw aggro while I get my controls in place. It is not fast, and I certainly wouldn't use Grav/Storm to farm. On teams, I have to change my tactics quite a bit and reduce the chaos. But I can't imagine any other secondary being better with Gravity than Storm. -
Quote:I didn't have time this morning to go into detail, but there are a lot of things I would change. Unfortunately, I don't have access to Mids at the moment. I agree and disagree with some of the advice above.Things I'd change:
RI comes too late. It's a staple power especially for early in the game when controls aren't up, and if you're exemplaring down you'll miss it. Hasten is a nice-to-have power that works best when it's combined with a lot of recharge boosts, and can be pushed to later. On the same topic, SI is not very usable before Stamina even with Accelerate Metabolism, I'd also push that back and see if I can push up Deceive, as that's another great early power.
Put Basilisk's Gaze in Blind, you get 7.5% Recharge instead of 10%, but for only 4 slot, a LOT cheaper, you get to enhance Holds, and gives you 2 slots left for some IOs to increase the damage. Maybe a Dam/Mez HO and a A/D/R IO.
Only one End Red IO in Enervating Field is
Only one Recharge IO in Lingering Rad is
.
I don't like the 5-slotted Pet Recharge set in Phantasm, the 10% extra Regen doesn't seem as good to me as using only 4 slots and then the fifth for Acc/Dam instead of Acc/Rech, or some similar change to get more Acc and Damage, or the Explosive Strike Damage Proc in there for more damage.
Drop 2 slots from each of Hasten and Stamina, and put at least one in EF and two in LR.
I agree Radiation Infection is a key power that should be taken early -- no later than level 12. And I would say that Deceive is even more important in those low levels -- I take it at 4 on all my Illusion controllers.
Superior Invis can be very useful for a low level character . . . but don't try to fight with it on or you will drain your endurance bar. SI is great for stealthing missions, travel through difficult areas, scouting out ahead and Deceiving foes before the fight begins.
I agree with the advice for Blind . . . as you can see in my guide.
Enervating Field needs two EndRdx -- no more, no less. Hasten should have 2-3 Recharge and no more (with enough global Recharge, you may be able to get away with 2 and still have perma-PA. Otherwise, use 3).
Ling Rad can get away with a single Accuracy in the default slot if you have enough global Recharge. Perma-PA builds have enough.
At level 50, my prefered slotting for PA is 4 Expedient Reinforcement (all but Dam/End and the Resist proc), then Dam/Rech and Chance for Build Up from Soulbound. That caps Damage AND Recharge, with a chance for added damage. For Phantasm, the same four Expediant Reinforcement with some additional Acc/Dam -- a Nucleus Hami-O works great.
But you have to watch out for the Rule of 5 . . . no more than five set bonuses of the same kind. There are a lot of sets with 6.25% Recharge, which is why I used the Unspeakable Terror set for Spectral Terror in my Ill/Rad build. -
There are a few things that others haven't mentioned.
(a) My favorite things to do with my level 50 characters are the variety of task forces: Imperius TF in Cimerroa, the Statesman TF in Independence Port, the Kahn/Reichsman TF in Founders Falls and the Lady Gray TF in the Vangard base are all mostly geared for level 50 characters.
(b) I try to build up Influence and Merits and Tickets, to earn my way to a "final" build with the various IO sets that will make the character better. I can also work on Rikti Merits to get the various goodies in the War Zone (but you can get the largest number of those through Ship Raids). And then I can also earn to outfit my lower level characters.
(c) I go back to get the various accolades like Task Force Commander and Atlas Medalion. Some of these will involve Exemplaring down, so I try to make sure my build is at least to some degree exemplar friendly.
(d) I can go back to complete content that I might have missed.
(e) I often use my level 50 characters just for fun . . . if it was a fun character leveling up, then it is still (and maybe more) fun at level 50. I work on strategies for using the powers that I may not have used before. I try different things out. I help out friends by teaming with them in lower level content when they need one of whatever I have on the team.
Of my 15 level 50 character, there are probably 5-6 of them that I play on a regular basis. And I try to pull out the others on occasion. Most of the time, I'm looking for Merits or to help on a TF or hoping to get a Purple recipe -- it is a lot more fun to have one drop than to have to buy it on the market. -
I really, really dislike using the Fortunata Hypnosis set in Blind. I find enhancing a virtually worthless aspect of the power (sleep) to be a waste. There are a lot of things you could do to change that build, make it cheaper and more effective. Five-slotting Recharge in Hasten? ugh. Six-slotting Stamina? More ugh.
You don't have nearly enough EndRdx in Superior Invis. An easy fix? Take some slots from Stamina and/or Hasten, and six slot SI with 1 LotG Recharge, 5 Red Fortune. That gives you 12.5% Recharge in one power.
I find that Illusion/Radiation does far better with a single target blast from the APP sets, so that you can have a single target attack chain of Blind-SW-Blast-SW. It allows you to stay at range and kill things fast. The Stone APP only has Hurl, which doesn't work in that chain. Fire and Ice are best. Personally, I think this is more important than Defense. It allows you to take advantage of Spectral Damage.
Take a look at my Illusion/Radiation guide. In one of the later posts in the thread, I posted my current Perma-PA build. It is very, very effective and far less expensive than yours.

