Local_Man

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  1. Unfortunately, the link in your build doesn't work, so I can't really check your numbers.

    Most of what Decend said is on point.

    Take a look at my Illusion/Radiation guide for lots of good advice. Near the bottom of the thread, I posted my personal Perma-PA build. Much of the slotting in the guide and my build may help you. For example, I suggest you slot PA with 4 Expediant Reinforcement, plus the Dam/Rech and Chance for Build Up from Soulbound Alleagence. Those two puples add a nice bonus, but are fairly cheap.

    The purple Confuse set, Coersive Persuasion, not only gives you good bonuses, it also frees up a 6.25% slot for another power. And that Confuse purple set is usually pretty cheap.

    Skipping Spectral Terror is a mistake. It is the best AoE control in the Illusion set.
  2. I have been using my level 50 Illuson/Radiation Controller recently to solo the Maria Jenkins arc. With Superior Invisibility, he is able to stealth all of the missions except the "kill alls," and even with those, my Invis is a key part of my strategy. I use it to lead my pets into battle.

    Only a few characters cannot benefit from some amount of stealth. Tanks generally don't need it, Scrappers may not need it (but Dark armor gets it). Almost all other characters can benefit from some amount of stealth (various ways to get it, including IOs). Many of my characters specifically take Super Speed to combine with a stealth IO or some other form of stealth (Steamy Mist, Shadowfall, Shadow Cloak, etc.) to have full invisibility.
  3. Quote:
    Originally Posted by Dr_Dismemberment View Post
    Skipping Flash if it is redundant because of secondary powers makes sense, otherwise I'd still think it would be crazy to skip it. Even if it is redundant, I think I could demonstrate better overall DPS if you took Flash as well (assuming you had the APP AoE skill and good global recharge).

    "Most folks" in the USA believe in angles too. That doesn't make the statement more credible.
    I believe in angles . . . triangles, quadrangles . . . (I think you mean Angels).

    Quote:
    That is almost certainly true, since my APP is stone -- I love Fissure. I'm virtually always in melee range. Even when I used to play my other Illusionist, I didn't find hopping into the fray for 3 seconds particularly dangerous -- with or without Spectral Terror or particularly bad for my overall DPS but I still found Phanty's knockback to be annoying.
    I suspected that you had Fissure . . . which means that you do not have the lovely Blind-SW-Blast-SW attack chain that maximizes the benefits of Spectral Damage, and all from range. Hurl Boulder is just too slow. I use Fire Blast and Fireball. I don't know if one build can out "DPS" the other, but I know that my Fire Blast/Fireball build is very flexible, and does a great job doing a lot of damage on single targets, while having decent AoE damage. I suspect that my build takes down single targets quite a bit faster than yours. And since I stay out of melee range, Phantasm contributes a great deal to my damage without being a knockback problem. Phanty contributes control as well as damage with his decoy and knockback. With a ranged build, Flash becomes a nice luxury, but not a necessity.

    I don't even try to farm with my build . . . that's not what it is built for since other builds are much better at farming. My build is an all purpose build that is effective at taking down AV's solo, and equally good at contributing to teams with a mix of control, debuffing/buffing and blasting. I tend to go more for higher difficulty on fewer foes.
  4. Quote:
    Originally Posted by Dr_Dismemberment View Post
    Even on a Illusionist that doesn't stay in melee range typically, Spectral Terror then run in for Flash is incredibly safe. I'd use it every time I can when it is up. It is more than worth it for the containment and extra safety for the group. I have a hard time imagining any Illusionist that would find Flash anything but extremely useful unless they were purposefully trying to be inefficient. Flash is useful even for Illusionist's with gobs of refresh and Perma-PA. It is Phantasm that is the problem. Having to adjust your entire game play around annoying quirks of an uncontrollable and stupid pet who just happens to use the most annoying powers (knockback) just isn't in my interest. I say bring it out for extra single target DPS when you have a difficult single target where it can be useful, and dispose of it the rest of the time. The decoys it makes are nice, but not worth the other issues it brings to the table -- at least in my opinion.
    If I have just used Spectral Terror, then I don't need to run in and use Flash -- the foes are already under control and my teammates are already safe. (There are a few exceptions, granted.) Besides, most of the time I use Flash is as an Alpha, so I'm invisible before the Flashy Thing goes off -- I don't need to worry about personal safety.

    So the only reason to use Flash in the situation you described is to set up AoE containment. Illusion itself doesn't have any AoE Damage powers, so the only time you can benefit from containment on the AoE hold is when you can use an AoE damage power from the APP sets. With his single target blast and cone torrent, I bet that Phantasm probably does more damage overall than Containment from that AoE damage power (at best, half of the AoE damage power's overall damage, but in reality far less because the AoE damage power recharges faster than the AoE Hold). Plus, the decoy provides more distraction and some spectral damage.

    I would say that not having to run in and out of melee is more efficient than what you describe. Not only that, but the time you spend casting Spectral Terror, then running into melee, firing off Flash, and then running out, I can spend attacking. The damage from Phantasm is significant, and I don't find his knockback to be a problem. My guess is that you hate his knockback and have developed a playstyle to avoid using Phanty. I like knockback as a form of control and my playstyle keeps Phanty away from the AoE crowds to avoid irritating my teammates (most of the time).

    Most folks find Flash to the the second most skippable power in Illusion after one of the invisibilities. I have it on my Ill/Rads and Ill/Kin, but I skipped it on my Ill/TA (who has EM Pulse Arrow and Oil Slick Arrow, and is never in melee) and my Ill/Storm (who uses Thunderclap -- only Mag 2 but it recharges much faster).
  5. I recently put the purple Sleep set in PGA . . . nice option for more Recharge, and the Fortunata set is quite cheap for a purple set.
  6. Quote:
    Originally Posted by TeChameleon View Post
    I'd be very leery of targeted AoE procs in Creepers- they don't seem to work properly, except on the first firing of the power.

    One interesting use I saw of Lightning Storm procs (and one I would use myself if I had the spare slot, but sadly don't, as I'm going purple-crazy... and have already bought the bloody things >.<) was putting a Devastation: Chance to Hold proc in there. I may actually still do that, debating on whether or not I want the extra control or the extra damage and that bit of Psychic defense. But given that the Lightning Storm strikes are actually AoE, it works surprisingly well- saw a lot of Tesla Cages during those fights.
    I use the Chance for Hold proc in Lightning Storm on most of my Stormies. It has a chance to hit with each lightning strike, and Tesla Cages pop up frequently.

    Leveling up, I usually frankenslot Lightning Storm with 2 each from Entropic Chaos, Thunderstrike and Devastation, with Dam/Rech and Dam/EndRdx/Rech from each set (except the Chance for Hold proc in Devastation). It gives some decent Regen and Recovery.

    I would never skip Tornado. Over time, Tornado puts out a lot of damage when you add up all those DoTs. Add in the fact that it seems to be Autohit, and it is really useful. (I think City of Data lists it at 1.3 accuracy, but it seems to hit even better than that -- I find that it is one of the best powers to use when a Paragon Protector has fired off his MOG.) Tornado does enough damage to offset the Regen on most AVs. Plus, Tornado makes a good "panic button" power when the team gets overrun or when Mez is flying all over the place.
  7. Quote:
    Originally Posted by Dr_Dismemberment View Post
    I must say that I somewhat disagree with this. Illusion is a decent teaming set if you don't bring Phantasm out except during AV fights. AoE knockback in Phantasm will decrease team overall team AoE DPS by a non-trivial margin (also solo damage when doing X/4+ and using AoE damage from secondary, Epic Pool) and annoy melee types. Personally, I no longer consider Phantasm a key power in the set for this reason and only bring him out situationally (rarely). Spectral Terror is one of the best soft-control powers available in any control set. Just wait till mobs are grouped up fairly tightly before using it. I also think Illusion is one of the better control sets when leveled down to level 10-20ish range. Invis, Deceive, Flash, Blind can carry the day in many situations especially when doing low level task forces. People seem to like hating on Flash or recommend taking it late in the build (both of which I strongly disagree), but when slotted well and on a set with high recharge, I find it's increased radius to be invaluable. Personally, I'd make Flash a critical power before Phantasm. Also, Phantom Army's intended purpose is to be distraction-based control and when used in that capacity it is a very team friendly power. When not-herding, consider moving on to the next group while your team is finishing up the last group, and cast Phantom Army in the middle of the next group before your team gets there to soak up all the alpha strikes and gather all the initial aggro. This is particularly effective when fighting unusually difficult foes. Or try that technique when fighting two groups of foes close together where you don't want aggro from the other group, but will probably get it. Phantom Army can make your team's life much easier when used with care.
    Phantasm can be a problem only if you spend a lot of time in melee or close range. If you stay back from the group, then Phanty tends to knock foes back into the group. In fact, he becomes an effective positioning tool. And even if he does knock back a foe or two, you can either use Deceive to have that foe or two rejoin his buddies or decide to take that foe down with your Blind-SW-Blast-SW attack chain. The added damage that Phanty brings, combined with the added distraction of his decoy and his "body guard" behavior of knocking foes away from you, makes him an important part of an Illusionist's tools. I almost never put Phantasm away during team play.

    Because I mostly stay out of melee, Flash is less useful. On characters who do not have Perma-PA, Flash becomes a valuable fill-in control while PA is recharging. However, I have learned when and how to use it while avoiding the knockback problems from Phanty -- understanding Phanty's attack cycle makes it simple to run in and hit Flash before Phanty can react.

    I agree with some of your suggestions on strategy with PA . . . A good tank can recognize the value of PA taking the Alpha and pause long enough to let them do the job. Or, as you said, PA can act as a second tank to draw the aggro of a nearby group.

    I, also, disagree with Oedipus_Tex's assessment of Illusion's ability to help on a team. Illusion is wonderful on teams, and can go all out. Between PA and Spectral Terror, sprinkled in with a little Flash when needed, Illusion does a great job an handling large groups. Illusion does at least as well with add-ins as a Plant controller . . . once Seeds has been used, Plant's options are limited.

    In fact, one of the best parts of Illusion on teams is that Illusion's controls rarely conflict with the controls of other controllers. On an Earth or Ice controller, how often have you had a Fire Controller use Fire Cages to stop the knockdown of Earthquake or Ice Slick? Ever played a Grav Controller and have somebody else place a location-AoE control just as you fired up Wormhole? Illusion doesn't have that problem -- it works well with all other controllers most of the time.
  8. Quote:
    Originally Posted by icemanstryketh View Post
    Sorry what's DA?
    Dark Astoria . . . many of the foes in Dark Astoria are weak to fire damage.
  9. Local_Man

    Ill/Cold

    Wow, that will be expensive. I hate to see the Stun set in Fissure when it should get Damage, but I see why you did it.

    In Phantom Army, you might want to consider replacing the Dam/End with the Soulbound Dam/Rech.
  10. Quote:
    Originally Posted by AngelBurst View Post
    Ynaught has it right, and in most cases the the Phantasm would have killed the mob in the next few hits, but instead waste 8 seconds with the cast. Then looses the decoy, the extra protection, and dps waiting for the recharge. It's bad AI, not question about it.

    And seriously the "real" problem is that most of us don't care considering we have perma PA. Which in it's self just screams for a look at the sets mechanics. When your low level pet makes you say meh, to your high level pet's poor behavior. Something is not right with the set.

    Dare we even get in to that?
    No, we don't want to get into that. There are a lot of other sets that need "looking at" long before Illusion. People don't farm with Illusion. A Perma-PA build is very expensive, and only a small percentage of Illusionists actually achieve it.

    Illusion is fine as it is. It is pretty balanced with high survivability and decent single target damage, but low AoE damage and a unique kind of control.
  11. Some people claim that the proc can break the fear, allowing the foe to take a shot at you. I haven't really noticed it, but then I have never really spent much time testing it.

    I usually put an Acc/Fear/Rech in the default slot in the beginning, and then put the proc in a second slot. If I'm not going for a high-recharge build, that's enough to slot for Spooky.
  12. Quote:
    Originally Posted by Ynaught View Post
    <QR>

    I believe what the OP means is, if the target the Decoy Phantasm was spawned for has less than 25% health, then make it so it won't spawn it on them.

    I've seen that happen a lot, the Decoy gets cast on something with low HP's and then once the Decoy's target is (usually quickly) defeated, the decoy disappears. It then has to recharge the power and the player is left with one less way to deflect aggro.

    It's annoying but, meh, I don't have THAT much of a problem with it. I also wouldn't complain if it were "fixed" so...
    Thanks for the translation . . . Angelburst must have had a mental burst. Must have taken the "Cryptic" name to heart.

    The big problem I see? fighting AVs. An AV with 25% HP still needs the Decoy cast at it.
  13. Quote:
    Originally Posted by AngelBurst View Post
    Do not cast decoy if target has less then 25% life left.

    May add to this in the future.
    Uh, No. No need for this change.
  14. Quote:
    Originally Posted by Icecx View Post
    If you want to have the best experience as far as real control, I suggest either Mind or Plant. Both are very much about controlling as well as having viable damage capabilities. I'd also recommend trying Earth or Ice if you want to lean more toward mostly controlling. If you want damage go with Fire or Illusion. Gravity is the mixed bag.
    In my experience, Earth is the best AoE controller for teams but low on damage. Works great with Rad, TA, Storm, Therm. Earth/TA has more AoE control than than any other controller.

    Ice is great for supporting melee characters, but lags behind Earth for ranged AoE control. Ice is also low damage. Rad, Storm, Kin.

    Fire is the best for AoE damage, but you need to be melee. Kin, Rad, then maybe Storm, Therm

    Plant is a nice mix of ranged AoE control and damage, but somewhat limited by relying so heavily on Seeds of Confusion. Rad, Kin, Storm, Therm, maybe Cold

    Illusion controls with distraction rather than hard controls, but has good single target damage. Pair with anything, but especially Rad, Storm, TA, Cold, then maybe Kin, Therm

    Grav has good single target damage, but is weak on AoE control. Has three unique powers . . . good solo with the right secondary. I like my Grav/Storm, but never could pair it with anything else. Others like Rad, Kin, Therm, Cold, and even TA and FF.

    Mind -- truthfully, it is my least favorite primary. It has great single target damage in low levels, and great AoE control in upper levels. However, the lack of a pet makes this very tough to solo in high levels. I have a Mind/FF and Mind/Storm, but it can also pair with Rad (Everything goes with Rad), TA, Kin, Therm, Cold. Mind has strong control, and really doesn't need much from the secondary.
  15. Quote:
    Originally Posted by m3lon View Post
    Grav/Storm with Team Teleport. You can easily assure that you're the only person on your team having fun.

    The combination of wormhole and team tp will let you hot drop your team onto a group of enemies then teleport the enemies away. It'll be amazing
    You forgot to use the /sarcasm tag . . .

    My Grav/Storm is a lot of fun for solo play, but not exactly the best team 'troller.
  16. First, take a look at my Illusion/Radiation Guide, linked in my sig. That has a lot of discussion about Phantom Army, including strategy of using the ghostly trio.

    PA is the key power in Illusion, and probably the #1 reason it is one of the best builds in the game. PA allow the Illusion Controller to control by distraction. For your team, it will be easy to cast PA on the far side of the group of foes, wait a sec for them to grab aggro, and then your teammates can wade in. If PA are still out from your last casting, you use your Superior Invis to lead them into the next group so they can grab aggro. It is pretty easy.

    I know what you are saying about the Plant/Rad . . . I have one at 50. Creepers can draw some aggro, but it does not have the taunt that PA does.
  17. Amber: I don't have access to Mid's at the moment, so I can't really evaluate your build. However, I see several places where you use single set IOs to Frankenslot, when a common IO would actually be better. It appears to me that in some cases, you are so focused on trying to slot for Defense bonuses that you sacrifice the utility of the powers. If you want to slot for Defense, that's up to you, but I think Recharge is more effective. And I'm not a big fan of giving up three powers for the Fighting pool. In most cases, those control powers will provide more benefit than the Fighting Pool.

    Health: That Numina's Health/Rech is providing no bonus -- wouldn't a common Heal be better?

    Freezing Rain: Procs are nice and all, but you need to have this up as much as possible -- the power is far more important than the procs. It needs to be slotted with Recharge first. Freezing Rain is the single most important Storm power.

    Steamy Mist: A single Aegis Resist does nothing that a common Resist wouldn't do.

    Hurricane: Recharge in a toggle power? You need to slot for EndRdx and ToHitDebuff. Plus, a 4th Dark Watcher gives a 5% recharge bonus.

    Creepers: Slot for Recharge first. Then it is my understanding that the procs only work on those parts of the power that the proc enhances. I think all aspects of the power include a slow, so the Slow proc works, but you would probably be better to slot for pure damage rather than the other procs.

    Lightning Storm: Slotting the Storm for EndMod does very little. Endurance Drain in this game is only effective if you can completely drain the foe. And that Energy Manip Chance for Stun only has a 10% chance to work. You'd do better with the Devastation Chance for Hold at 15%.

    Hibernate: why slot for Heal? All it does is spead up the heal slightly. Recharge alone is what you need.
  18. Awww, thanks guys. I just wish I had a cake like that . . .

    Had to go to work in the morning, but then my oldest son, who works at Disney World, got us some free park-hopper tickets. Magic Kingdom in the afternoon, then ran over to Epcot for a couple of things in the evening.

    Back in 1986, Disney made its second 3-d movie by teaming with George Lucas producing, Francis Ford Coppola directing and Michael Jackson staring in an 18 minute 3-D film called "Captain EO." It was out of the park for about 16 years, but now that Michael Jackson died, they brought it back to replace "Honey, I Shrunk the Audience."

    Micheal Jackson and a group of cute alien creatures save Angelica Houston and a bunch of dancers by dancing the moonwalk and shooting Rainbow Blasts at them to convert them from black & white nasties to bright colored good guys. It was classic 80's cheesiness. But after watching the annoyingly cute creatures, including one named Hooter, I was thinking to myself . . . "Suddenly, Jar Jar Binks doesn't look so bad . . . "
  19. Quote:
    Originally Posted by babyscid View Post
    hey Local or Lewis,

    I just got my Grav/Storm to 34 tonight and have been slotting him with level 30ish IO sets based on Lewis's build.
    I am now at the point where you have placed the Hami-O's but I do not have them.
    Would using just a couple of acc/dmg set IO's work ok?
    Procs maybe?
    What would you guys suggest?

    If it is bad form to ask this in the OP thread then forgive me for my ignorance
    Lots of options. In Singularity, you can use the two Call to Arms Triples. Those cap out at level 30.

    In Tornado, leveling up I mostly slot for Damage and Recharge, with some EndRdx in there if I can. As a general rule, I don't slot damage procs into a power that does decent damage until and unless I have fully slotted the power for damage, since usually damage slotting will do more damage than the proc. Once you have hit ED cap on Damage slotting, then the proc will give you a little more. The exception to this is low damage powers, like most AoE Immobs where the proc does more damage than slotting for Damage.
  20. All of them are fun.

    You need to give us a little more to go on. Controllers are very different depending on the sets. Each Primary offers lots of goodies, and when you mix in the secondaries, you have another whole mix of options. Some are more effective melee, others are more effective at range. Some have high damage, others are weak at damage but good at controlling for a team.

    If this is your first controller, I generally recommend an Illusion/Radiation, as it is pretty easy to play an Ill/Rad moderately well. It takes some work to play an Ill/Rad really well. Take a look at my Ill/Rad guide, linked in my sig. My guide gives you some core information about Controllers in general, tells you about the powers, recommends a leveling up build, and has a bunch of level 50 builds.
  21. Local_Man

    Ice/?

    And one nice advantage of */Rad -- you don't have to wait until late in the build to get some of the best powers. An AoE Immob (Frostbite) + Radiation Infection with its ToHit Debuff is nearly an AoE Hold since the foes can't move and have trouble hitting you and your team . . . . and the combo is available in the first 6 levels.

    The strategy is discussed in my Earth/Rad guide.
  22. Local_Man

    Ice/?

    It is interesting to see the difference in opinion. I really enjoy my Ice/Storm -- it has such flexibility to be able to mix it up in melee or throw around the chaos. Plus, the added damage from the last two Storm powers makes it probably the best combo with Ice if you want to solo in the upper levels.

    Ice/Rad has some really amazing synergy with Arctic Air and Choking Cloud. Between the two powers, you can pretty much neuter the foes in your area. Ice Slick to keep them distracted, then move in with AA+CC and the foes can't do much of anything.
  23. Local_Man

    Am I a healer?

    Quote:
    Originally Posted by Danny D View Post
    My second build (do we say build in this game? Spec? Power set allocation? … moving along..) is much more focused on my primary power set. I focused more on rooting and immobilizing my opponents in group play, and a lot less on active healing. It worked out a lot better!

    And I mean a lot better. Plus it was a lot of fun too.

    I get it now I think. My class (again, do we use class here? It might take a few days or so to get the language right, lol) … ahem, my class (?) is called a controller for a reason. I control the fight. Heals are useful, but it is not what I should be focusing on entirely.

    Thank goodness this game allows for me to have two separate builds (?). I will probably have to ignore my first build for awhile until I can change it.

    (I will need to look up when a character can and how a character can change a build)

    Absolutely wonderful replies to my original post. So very helpful. My thanks once again!!!!

    Cheers.
    In a nutshell, Controls and buffs are proactive, heals are reactive.

    I assume by now that your character is high enough to have the key powers for Plant control in low levels: Strangler, the single target Hold; Roots, the Area of Effect Immobilize that does damage over time; and Seeds of Confusion, a cone confuse power that is the key to the entire Plant Control set.

    Ideally, your teammates will help to gather the foes into a tight group, so that you can step up and cast Seeds on the group, then immobilize them in place with Roots. Except for the few foes that might have been missed and the Bosses, the entire group should be waiting for your team to clobber them. Meanwhile, you keep throwing out Roots to add more damage over time and try to hold Bosses and escapees with Strangler. Pretty simple, really. The hardest part is deciding when the right time and place to throw Seeds might be. Once Seeds has been used, you are mostly limited to your single target Hold and immobilizing a group . . . but foes who are only immobilized can shoot at you even if they can't move.

    Eventually, Vines gives you another option to hold groups. And even better, Carrion Creepers lets you distract foes before you throw Seeds. And finally, Venus Fly Trap (also known as "Chompy" or my favorite, "Twoey" based upon the man-eating plant in Little Shop of Horrors named "Audrey II.") is probably the coolest looking pet in the game -- but not the most effective. Still, Twoey can help with some damage and some immobilize and drawing the attention of foes.

    The other Plant powers are optional. All three (Entangle, Spirit Tree and Spore Burst) have their uses, and different people will give you different opinions on which are worth taking.
  24. Quote:
    Originally Posted by saltyhero13 View Post
    Local_man (I think it was you) dropped a great tip on how to deal with the gap. Re-summon Phantasm. With the right timing he will respawn his decoy. This is one of the best way besides phasing to deal with the gap. Just be careful, the decoys taunt/threat isn't as strong as PA's from my observations.
    There are several ways to deal with it. One of them is to re-cast Phanty about 10 seconds before PA despawn, as the first thing Phanty does is cast his Decoy. Another is to use a hiding place out of line of sight. Cast PA near the target while the Target can't see you. Sometimes you can get away with being behind the Target . . . by the time he finds you, a fresh trio of PA will have already gotten his attention. (It helps if you don't fire off an attack just as PA are despawning.)

    As for the duration of PA . . . frankly, I haven't tested it. I was just repeating the "general wisdom" that has been repeated on the boards for a long time. I have never had less than 206% Recharge on my Perma PA build, so I haven't tested whether a lower amount is OK.
  25. The single thing you can do that will most increase your damage is to add a single target blast. If you look in my Illusion/Radiation guide (link in my sig), you will see an explanation of why a single target blast from the APP sets is important -- you can have an attack chain of Blind-SW-Blast-SW. It lets you take down minions and Lieutenants very fast, before the heal-back from spectral damage.

    I prefer the Fire APP set for the fast Blast power that does more damage than other sets, and because it is a different damage type. I find that my Ill/Rad doesn't get mezzed enough to need Indomidible Will, so I'm not locked into the Psi Pool. My guide has a section on choosing an APP where I explain factors and why I picked the way I did.

    In my opinion, Fallout is skippable. Yes, it is a nice power that adds damage and a huge debuff, but how often do you use it? I would rather have Flash to be able to stack holds for AoE containment. You can move the purple hold set to Flash, and slot Blind for hold and damage, thereby increasing your damage even more. 4 Baz Gaze, plus an Acc/Dam and Dam/Mez Hami-Os work well.

    Speaking of Hami-Os, don't you want Enzymes in RI instead of Cytos? Enzymes have ToHit Debuff and Defense Debuff and EndRdx. Enzymes have a higher amount of Defense Debuff . . . and using Enzymes in RI is not only better but is not an exploit.

    Take a look at the builds in my guide. They might give you some ideas. Near the end of the thread, I posted my current Ill/Rad perma-PA build.