Prime_Nighthawk

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  1. Quote:
    Originally Posted by Necrotech_Master View Post
    i would prolly put hasten or AM on auto (i put hasten on auto with my sonic/rad which has hasten since it has a non-rooting and fastyer activating time)

    then i usually click AM whenever its up (i keep it at the last slot in the power bar so its not in the way of the attack powers)

    since PA will be part of your attack chain you would definitly want that in an easy to use location on the power bar
    If you have hasten to where it's perma, then having it on auto is nice. But I wouldn't do it before then.

    I wouldn't put AM on auto because you want to be sure that your phantasm or teammates get it as well.
  2. Well, it's important to time hasten and PA according to the groups your fighting rather than trying to purely focus on minimizing down time. Just test different methods in the field and see what works.
  3. Quote:
    Originally Posted by Oedipus_Tex View Post
    18) EM Pulse (possibly with a different name) - AoE Hold similar to other Controllers
    Thematically, EM Pulse wouldn't necessarily fit electric control. Of course EM radiation is partially composed of electric fields and can be created by manipulation of electricity. But it would make more sense to hold mobs by using direct blasts of electricity for an electric controller.


    If they want electric control to be an up close set like fire, then an electric aura that stuns might make sense (similar to chocking cloud). I could see electric control being a more ranged set as well though.
  4. I'm glad they are doing electric control, but personally I don't really see the appeal of it-- unless it will bring something unique to the table.

    What I'd really get excited about would be magnetic control, but I understand it would take more resources to create. It would be worth it though. I could imagine it being sort of a mix between gravity (ranged immob and hold) and illusion (a PA like power with metal golems). PA is a nice unique skill for Illusion, but I think it would be good to have a similar skill in another set. Maybe the metal golems wouldn't be invulnerable and unaffected by debuffs. They'd still be fairly tough, but that would still keep a unique aspect to PA.
  5. Quote:
    Originally Posted by devil dingo View Post
    I'm not particulary set on any power set. I actually love earth control. I have a 50 earth/earth perma dom. I also have a 50 plant/thorn and a 50 fire/fire perma dom. I also have a 50 rad/rad corr. I just kinda like the concept of fire/rad.
    My main concern with any controlller is lack of damage. I obviously never played illusion but i'm starting to think it might be boring.
    I would also like a controller thats not going to be very expensive. Illusion will probably cost a fortune to get perma phantom army. I'm kinda burnt out on High end builds since all 3 of my doms cost me well over a billion infamy each to build.
    I imagine that earth/storm will be very very safe but how is it damage wise??
    It's not that bad. I just got 5/6 of the purple confusion set to put me over 90% recharge. It's cost maybe 120-150 million so far. Of course to get over the final hump I'll need 4 more Unbreakable Constraint enhancements (got 1 recipe to drop), which will probably be another 100 million minus whatever I save from merits. And there's also some odds and ends that I need to pick up. But still 90% recharge is very effective.
  6. Since you're mainly red-side, why not play illusion (i.e. the set that is blue side only)? It's one of the better controller sets for solo'ing.
  7. I haven't tried the ice set personally, but you might be better off with fire. I had frost breath on my storm/ice def and i didn't really like it. If that one is similar, the angle of the cone attack is very small. And I've heard the recharge on ice storm is really long.
  8. Quote:
    Originally Posted by Local_Man View Post
    My non-perma-PA build on Area Man has Recall Friend/Teleport/Hover/Hasten. Hover (3 slotted for Flight Speed) makes Teleport much, much better. Now that Ninja Run is available, I think there is less of a reason to take Super Speed on an Illusion character. NR gets you around pretty fast.

    I leveled up with Group Invis, and decided to go with SI for my level 50 builds. I just found it hard to have to re-cast constantly. Of course, that was before the blinky icons, but I wish there was a sound warning option, too.

    I like Fireball, but doubt that it can take the place or priority of Fire Blast. Illusion just does not have enough AoE control that sets up Containment. And Blast does more damage to a single target than Fireball.
    NR is available, but only if you pay for it. I don't have it. If you're just using TP mainly for vertical movement (because of SS or NR), why even bother with hover? I guess it's not bad for the LotG IO and the ability to hover in combat (flying above groups is fun and turns your phantasm's knockback into less annoying knockdown), but it seems like an easy power to drop for something more useful.

    Limited AOE containment is frustrating, but it's not the end of the world. If you're near perma-PA, flash is coming up pretty fast too. Still in most cases there are enough mobs that fireball is better even without containment. When you have a crapload of recharge, Blind-SW is a competent ST combo. And fireball is nice when you have other responsibilities. You can toss in a fireball when the cooldown is up, and then work on controller stuff (confuse, laying down debuffs, etc). Maybe you pick out a weakened mob and finish him off with a Blind/SW. Then toss out another fireball. Reapply debuffs. Manage your buffs. Point is, the best way to play isn't always chain pew-pewing.

    Of course, then you have the times when you're in a group with another controller that will perpetually lay down containment for you. Then fireball becomes REALLY fun. So I don't think you can say one is de-facto more important. It comes down to whether you want to burn through average groups faster or be better able to take out an AV.
  9. I'm starting to think fireball is just as important as fireblast. I'm around 70% recharge from IO sets, and spectral wounds recharge is very fast. With containment and enervating field, fireball allows you to take out a large group of minions fast, which lets your PA concentrate fire on the higher hp targets more quickly. I'd say it's a toss up between the two. Fireblast is better for killing an AV of course.

    Of course that's for a solo build.

    I'm starting to work on my group focused build, and I'm considering taking hasten/SS/TP friend/TP instead of my normal hover/fly/hasten combo. It's an extra slot, but it lets me assemble a team after stealthing by enemies. I'll be able to get around super quick with SS, and teleporting over obstacles. Not sure if I want to go with group invis or superior.

    In a group build, I wouldn't worry about taking a second attack. Consider taking an epic power pool like ice (hibernate and the shield).
  10. Honestly, it's hard to say because groups differ in makeup and size. Give us some more info about the level and composition of the groups that are killing you. If they are purple, then debuffs become more important, and you will want to use Rad Inf before you try to lay down controls. If bosses are whats killing you, you may want to consider stacking holds on the boss before worrying about the minions/LT's.

    Is spore burst non-aggro like mass hypnosis? If so, you can consider opening with it. That will let you lay down debuffs and seeds without getting hammered. Then when you start with the aoe damage, and everything wakes up, they will already be debuffed, confused, etc.
  11. Quote:
    Originally Posted by Oedipus_Tex View Post
    I was just pulling stuff out of the air, but Fate Control could be in the vein of Future/Luck/Fortune/Serendipity. It's been suggested a few times as (and IMO would make a great) Buff set.

    I like your concept for Atomic Control. On one of these threads a long time ago we'd postulated that Atomic Control could be the Dual Blades of Control sets, allowing you to mix and match powers together to achieve various effects. It's a conceptual partner for Radiation Emission that would also work well with several other secondaries.

    Water Control <> Ice Control, IMO. Especially now that we can color powers, Water stands out to me as a particularly interesting set because there's no other set with that "fluid" look. I can see a lot of concept characters it would enable.

    I don't really understand your comment on Chaos Control, but it's ok because I just made it up. In a literal sense it would just be controlling chaos, basically allowing us to justify whatever effects we decide that entails.
    I believe it was a Jurassic Park reference. The chaos theory mathematician played by Jeff Goldblum.
  12. Prime_Nighthawk

    My Big Mistake

    Quote:
    Originally Posted by Xanerith View Post
    getting him to 32 so far has been a big pain not enjoyable at all, so I am wondering.

    Were you mostly solo'ing? If you were, I suggest you play more in groups until the later levels and see if you like that better.

    If you didn't like playing him in groups, then you may want to rethink making a controller altogether unless it was just that you didn't like earth in particular. I tried to make an earth controller and really couldn't get into it, and I love controllers.

    As for Illusion, they are fun to solo with. Only the base damage of Phantom Army heals back. Any extra damage from enhancements or debuffs is permanent. This is why playing a secondary with a resistance debuff is important. Same thing for spectral wounds.

    Spectral wounds is probably the best single target attack for controllers. Some sets don't really have a plain single target nuke. Grav has two, but one is kinda weak (lift) and the other has a huge activation time that makes it very annoying. Blind also does decent damage, especially with enhancements and containment.
  13. Quote:
    Originally Posted by Local_Man View Post
    If you avoid the Basilisk Quad, you can save a lot. The Acc/Hold, Acc/Rech, Rech/Hold and EndRdx/Rech/Hold will do the job if you have a some Global Accuracy or some accuracy in a 5th slot to make up for the little bit of Accuracy lost, and you will save a bunch.

    On the Coersive Persuasion set, take some time to lay out bids for a while. The prices vary pretty widely. You only need 5 of them, and can skip either the Confuse/EndRdx or the Confuse.
    Yea, but the full set bonus is nice. I'll at least hold a slot for it. Might keep an end reduction IO in there as a placeholder.
  14. Quote:
    Originally Posted by ketch View Post
    When invention sets first came out I had it slotted in Spectral Terror. It was underwhelming at best. It has a chance to hit all enemies in the area when you cast ST and each time ST casts its single target power. I'm unsure if it checks the proc again for enemies in Spooky's aura, but I had never noticed it.

    Other than for the fun factor of rp'ing it as psychological damage, there's not much reason to use it.
    Quote:
    Originally Posted by moifus1 View Post
    The +psi proc is pretty cool because the AOE component has a 20% chance to hit each effected spawn once every 10 seconds, plus the individual fear attack has a 20% chance to hit.

    It sounds pretty nice. I'm not expecting it to nuke groups like fireball, but it seems like a fun proc to add to a skill. And it's not like it's hard to fit in.
  15. Quote:
    Originally Posted by Torrynt View Post
    Baslisks isn't that bad. I can routinely get four of them for about 40 million total after buying the rares and crafting costs.

    The purple set will set you back about 120mil or so for the confuse set.
    Good to know. I may have to get them earlier then.
  16. Quote:
    Originally Posted by Local_Man View Post
    Fullly agree! The perma-PA build is very expensive. 3 LotG Rechargs, 3 sets of Basilisk, 2 Decimation sets, 3 Enzymes, 1 set of the purple Confuse set and a few purples from the pet set. And it is not needed for a great character.

    I kept my non-perma-PA build as it is a little more functional in some situations. Recall Friend lets me be the team spy. There are a lot of ways that an Ill/Rad can be great without Perma-PA. The Perma-PA build is mostly a gimmick that allows an Ill/Rad to solo AVs easier than any other controller and easier than almost any other build.
    It may be expensive, but it's nice to have a goal to work towards. I'm not expecting to get there overnight. Here's the plan for aquiring sets:

    1. Work AH for Decieve (Coercive Persuasion), Fire Shield (Impervious Skin) and Radiant Aura (Doctored Wounds). Completion nets 13.75% recharge.

    2. Once I get Coercive Persuasion, I will put a Decimation in Fireblast. Nets 6.25% recharge.

    3. Use merits to get Luck of the Gambler: recharge X2. nets 15% recharge.

    4. For the most expensive phase I need the 2 Basilisk sets and the Unbreakable Restraint set. nets 25% recharge.

    5. Non-recharge sets are needed in Spectral Wounds (6/6 Thunderstrike), Superior Invis (2/6 Gift of the Ancients), Lingering Radiation (2/6 Tempered Readiness), and Accelerate Metabolism.
  17. Thanks for all the input. It's helped me make some nice changes.

    Right now I've already got 5 6.25% sets: expedient reinforcement x2, positron's blast, glimpse of the abyss, and malaise's illusion. I'm going to work on the purple set for confuse which will allow me to put a decimation set in fire blast. For spectral wounds, I'll go with Thunderstrike which has some nice bonuses, though no recharge. Eventually I can replace it with the Apocalypse set if I end up having the resources.

    On Blind I'm going 4 Bas and 2 Thunderstrike (for damage and recovery bonus).

    Radiation infection will have 5 slots. I'll keep the 5 Dampened Spirits at first for the recharge (since I already have them), but eventually will go to the 4 Dark Watcher + a Hammy O for the defense debuff.

    Phantasm is down to just the 4 slots. Flash is just the 5 Unbreakable Restraint.

    I took your advice and made stamina just the 3 slots, but I decided to try 5 slots in fire shield. I can get 5% recharge and some very nice status protection in addition to maxed resistance with the Impervious Skin set.

    I've still got 2 slots in Lingering Radiation, which would be nice while I don't have all the recharge & accuracy to make it better without slots. I could put it in Accelerate Metabolism to get an extra 5% recharge though.

    I added an additional slot to Consume. With 2 slots, I can put efficacy adaptor in there to boost the effectiveness of Consume. But there's also the option of putting 2 Armageddon in there which would give 4% recovery, though that would be a low priority.


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    96.3% Enhancement(RechargeTime)


    Tider2: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Spectral Wounds -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(31)
    Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal/Rchg(39), Dct'dW-EndRdx/Rchg(40)
    Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(5), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(7), Thundr-Dmg/Rchg(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 4: Deceive -- CoPers-Conf%(A), CoPers-Conf(15), CoPers-Conf/EndRdx(17), CoPers-Conf/Rchg(25), CoPers-Acc/Conf/Rchg(31), CoPers-Acc/Rchg(50)
    Level 6: Accelerate Metabolism -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(7), Efficacy-EndMod/Rchg(15), Efficacy-EndMod(36), Efficacy-EndMod/EndRdx(37)
    Level 8: Radiation Infection -- DarkWD-Rchg/EndRdx(A), DarkWD-Slow%(25), DarkWD-ToHitdeb/Rchg/EndRdx(29), DarkWD-ToHitDeb/EndRdx(34), HO:Enzym(46)
    Level 10: Hover -- LkGmblr-Rchg+(A)
    Level 12: Enervating Field -- EndRdx-I(A), EndRdx-I(17)
    Level 14: Fly -- EndRdx-I(A)
    Level 16: Swift -- Flight-I(A)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Build%(21), S'bndAl-Dmg/Rchg(40)
    Level 20: Health -- Mrcl-Rcvry+(A)
    Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
    Level 24: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(34)
    Level 26: Spectral Terror -- Abys-Dam%(A), Abys-Acc/EndRdx(27), Abys-EndRdx/Fear(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(40)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 30: Superior Invisibility -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(31), GftotA-Def/EndRdx/Rchg(34)
    Level 32: Phantasm -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33)
    Level 35: Flash -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(37), UbrkCons-Acc/Hold/Rchg(37), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(39)
    Level 38: EM Pulse -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(43), BasGaze-Acc/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(46)
    Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(42), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43)
    Level 44: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/EndRdx(46)
    Level 47: Fire Shield -- ImpSkn-Status(A), ImpSkn-ResDam/EndRdx(48), ImpSkn-ResDam/Rchg(48), ImpSkn-ResDam/EndRdx/Rchg(48), ImpSkn-EndRdx/Rchg(50)
    Level 49: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 12.5% DamageBuff(Smashing)
    • 12.5% DamageBuff(Lethal)
    • 12.5% DamageBuff(Fire)
    • 12.5% DamageBuff(Cold)
    • 12.5% DamageBuff(Energy)
    • 12.5% DamageBuff(Negative)
    • 12.5% DamageBuff(Toxic)
    • 12.5% DamageBuff(Psionic)
    • 11.3% Defense(Energy)
    • 11.3% Defense(Negative)
    • 11.3% Defense(Ranged)
    • 2.25% Max End
    • 4% Enhancement(Confused)
    • 96.3% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 2.75% Enhancement(Terrorized)
    • 40% Enhancement(Accuracy)
    • 4% FlySpeed
    • 83.9 HP (8.25%) HitPoints
    • 4% JumpHeight
    • 4% JumpSpeed
    • MezResist(Confused) 12.5%
    • MezResist(Held) 12.5%
    • MezResist(Immobilize) 15.3%
    • MezResist(Sleep) 14.7%
    • MezResist(Stun) 12.5%
    • MezResist(Terrorized) 14.7%
    • 26% (0.43 End/sec) Recovery
    • 26% (1.1 HP/sec) Regeneration
    • 5.36% Resistance(Fire)
    • 5.36% Resistance(Cold)
    • 4% RunSpeed
    • 2% XPDebtProtection
    ------------
    Set Bonuses:
    Thunderstrike
    (Spectral Wounds)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Doctored Wounds
    (Radiant Aura)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Basilisk's Gaze
    (Blind)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    Thunderstrike
    (Blind)
    • 2% (0.03 End/sec) Recovery
    Coercive Persuasion
    (Deceive)
    • 4% (0.07 End/sec) Recovery
    • 4% Enhancement(Confused)
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
    Efficacy Adaptor
    (Accelerate Metabolism)
    • 11.4 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    Dark Watcher's Despair
    (Radiation Infection)
    • 15.3 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Hover)
    • 7.5% Enhancement(RechargeTime)
    Expedient Reinforcement
    (Phantom Army)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    Soulbound Allegiance
    (Phantom Army)
    • 16% (0.68 HP/sec) Regeneration
    Tempered Readiness
    (Lingering Radiation)
    • 1.5% (0.03 End/sec) Recovery
    Glimpse of the Abyss
    (Spectral Terror)
    • 2.75% Enhancement(Terrorized)
    • 19.1 HP (1.88%) HitPoints
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Superior Invisibility)
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Superior Invisibility)
    • 2% (0.03 End/sec) Recovery
    Expedient Reinforcement
    (Phantasm)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    Unbreakable Constraint
    (Flash)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Basilisk's Gaze
    (EM Pulse)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    Decimation
    (Fire Blast)
    • MezResist(Immobilize) 2.75%
    • 11.4 HP (1.13%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Positron's Blast
    (Fire Ball)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Impervious Skin
    (Fire Shield)
    • MezResist(Sleep) 2.2%
    • 15.3 HP (1.5%) HitPoints
    • 2% XPDebtProtection
    • 5% Enhancement(RechargeTime)
    • Status Resistance 7.5%
    Efficacy Adaptor
    (Consume)
    • 11.4 HP (1.13%) HitPoints
  18. The main reason I'd love an AOE immob is being able to set up containment on groups at will. Illusion much more limited in setting up containment than any other set.

    There's no reason not to take Spectral Terror. Yes, you can play without it, but that's a fairly meaningless statement. You can pretty much play any AT without any particular power. The question you have to ask is what do you miss out on and what do the alternatives offer. Any way I look at it, ST is absolutely worth taking.
  19. I'm curious, has anyone played around with Glimps of the Abyss: chance for psionic damage enhancement? Seems like it might be kind of fun to add that.


    Okay, here's what I came up with. I left IO's in most of the powers that I wasn't going for a recharge bonus, so there's still a bit of room to get additional IO sets.




    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Tider: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Blind -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(15), UbrkCons-EndRdx/Hold(15), Dmg-I(17)
    Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal/Rchg(48), Dct'dW-EndRdx/Rchg(50)
    Level 2: Spectral Wounds -- Apoc-Dmg/EndRdx(A), Apoc-Dam%(5), Apoc-Acc/Dmg/Rchg(5), Apoc-Dmg/Rchg(17), Apoc-Dmg(19), Acc-I(50)
    Level 4: Deceive -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(7), Mlais-Acc/EndRdx(31), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(33)
    Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(13), Efficacy-EndMod/Acc(13), Efficacy-EndMod/EndRdx(46)
    Level 8: Radiation Infection -- DampS-ToHitDeb/EndRdx(A), DampS-Rchg/EndRdx(9), DampS-ToHitDeb/Rchg/EndRdx(33), DampS-ToHitDeb/Rchg(34), DampS-ToHitDeb(34), DefDeb-I(34)
    Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(11)
    Level 12: Hover -- LkGmblr-Rchg+(A)
    Level 14: Fly -- Flight-I(A)
    Level 16: Swift -- Flight-I(A)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-EndRdx/Dmg/Rchg(21), ExRmnt-Acc/Dmg/Rchg(21), BldM'dt-Dmg/EndRdx(23), RechRdx-I(23)
    Level 20: Health -- Mrcl-Rcvry+(A)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(48), Efficacy-EndMod/EndRdx(50)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(29), Abys-Acc/EndRdx(29), Abys-Acc/Fear/Rchg(31), Abys-Fear/Rng(31)
    Level 28: Lingering Radiation -- Acc-I(A), RechRdx-I(36)
    Level 30: Superior Invisibility -- LkGmblr-Rchg+(A), EndRdx-I(39), EndRdx-I(39)
    Level 32: Phantasm -- ExRmnt-+Res(Pets)(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), Dmg-I(37), Dmg-I(37)
    Level 35: Flash -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/Hold(40), RechRdx-I(42)
    Level 38: EM Pulse -- Acc-I(A), Hold-I(42)
    Level 41: Fire Ball -- Ragnrk-Acc/Rchg(A), Ragnrk-Dmg/EndRdx(42), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Dmg/Rchg(43), Ragnrk-Dmg(43)
    Level 44: Fire Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(45), Decim-Dmg/Rchg(45), Decim-Dmg/EndRdx(45), Decim-Acc/Dmg(46)
    Level 47: Fire Shield -- ImpSkn-Status(A), ImpSkn-EndRdx/Rchg(48)
    Level 49: Consume -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 19.5% DamageBuff(Smashing)
    • 19.5% DamageBuff(Lethal)
    • 19.5% DamageBuff(Fire)
    • 19.5% DamageBuff(Cold)
    • 19.5% DamageBuff(Energy)
    • 19.5% DamageBuff(Negative)
    • 19.5% DamageBuff(Toxic)
    • 19.5% DamageBuff(Psionic)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 4.05% Max End
    • 39% Enhancement(Accuracy)
    • 103.8% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 2.5% Enhancement(Confused)
    • 2.75% Enhancement(Terrorized)
    • 83.9 HP (8.25%) HitPoints
    • MezResist(Confused) 12.5%
    • MezResist(Held) 12.5%
    • MezResist(Immobilize) 15.3%
    • MezResist(Sleep) 14.7%
    • MezResist(Stun) 12.5%
    • MezResist(Terrorized) 14.7%
    • 15.5% (0.26 End/sec) Recovery
    • 36% (1.53 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 16.3% Resistance(Fire)
    • 16.3% Resistance(Cold)
    • 10% Resistance(Energy)
    • 12.5% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    ------------
    Set Bonuses:
    Unbreakable Constraint
    (Blind)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Doctored Wounds
    (Radiant Aura)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Apocalypse
    (Spectral Wounds)
    • 16% (0.68 HP/sec) Regeneration
    • 30.5 HP (3%) HitPoints
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Malaise's Illusions
    (Deceive)
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% Enhancement(Confused)
    • 2.5% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    Efficacy Adaptor
    (Accelerate Metabolism)
    • 11.4 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Dampened Spirits
    (Radiation Infection)
    • 2% DamageBuff(All)
    • 1.8% Max End
    • 2.5% Resistance(Negative)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Hover)
    • 7.5% Enhancement(RechargeTime)
    Expedient Reinforcement
    (Phantom Army)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    Efficacy Adaptor
    (Stamina)
    • 11.4 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Glimpse of the Abyss
    (Spectral Terror)
    • 2.75% Enhancement(Terrorized)
    • 19.1 HP (1.88%) HitPoints
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Superior Invisibility)
    • 7.5% Enhancement(RechargeTime)
    Expedient Reinforcement
    (Phantasm)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    • 10% Resistance(All)
    Basilisk's Gaze
    (Flash)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    Ragnarok
    (Fire Ball)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Decimation
    (Fire Blast)
    • MezResist(Immobilize) 2.75%
    • 11.4 HP (1.13%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Impervious Skin
    (Fire Shield)
    • MezResist(Sleep) 2.2%
    • Status Resistance 7.5%
  20. Quote:
    Originally Posted by Call Me Awesome View Post
    Check out Local Man's guide on Ill/Rad, it'll give you a few ideas.

    My own experience is that you really want to get two things out of set bonuses... Recharge and Recovery/Bonus Endurance. As recharge gets higher you'll become more and more effective, at the cost of course of higher and higher endurance use.

    If you manage to get your recharge to Perma-PA levels (roughly 206%) you'll have a very effective character... unfortunately that level of recharge which is great for bringing your powers back sooner also means you're using them more often, thus burning more endurance. My own Perma-PA Ill/Rad has a total recovery of 4.7 end/second (250% recovery bonus, includes Perma-AM) and a bit over 114 points of total endurance... I can still run him dry in a hard fight. I'd hate to play him if I hadn't also concentrated on recovery.
    I lucked into getting a miracle +end drop. Going to slot it in health. Actually just put it in, and my recovery with AM is 3.7/sec.
  21. Here's my current build:



    Recharge bonuses: 17.5%

    6.25%- 4/5 Expedient Reinforcement (Phantasm)
    5%- 5/6 Dampened Spirits (Radiation Infection)
    6.25%- 5/6 Positron's Blast (Fireball)

    Partial sets: 18.75% pending completion

    6.25%- 4/5 Expedient Reinforcement [missing 1 recipe] (Phantom Army)
    6.25%- 5/6 Malaise's Illusion [missing 1 slot] (Confuse)
    6.25%- 5/6 Glimpse of the Abyss [missing 3 slots, 2 recipes] (Spectral Terror)

    As you can see, I'm pretty close to getting up to 36.5%, but I need additional slots. I have a respec available, and I could easily move a couple over from hover, fly, lingering radiation, and EM Pulse. But I'm not sure what will be best in the long term. I've also got 1 of 5 Doctored Wounds in Radiant Aura that would give another 5% if I put more slots there. I lucked into an Unbreakable Restraint: Hold/End that I have in Blind, so I guess that will be my first purple set to go after, but they are very expensive.
  22. It's my understanding that a big part of AV solo'ing is debuffing their regeneration. Yet you have Lingering Radiation with 1 slot and neither recharge or accuracy. There may not be any good options set wise, but why not put in a regular accuracy and 2 recharge IO's?
  23. Quote:
    Originally Posted by Beelzy View Post
    I understand the arguments, but still don't see them as being sound. If you confuse a mob, it kills something, how is that different than you killing it? Not so much a problem for the team player, but because I am generally on during non-peak (location), and generally don't team much even if there are people to team with, this isn't as much a team concern as a solo concern.

    Anyway. I am going to roll him soon, I still have three controllers, including a Grav/Kin that I like despite really not liking the Kin secondary much; three scrappers, have a nice EM/DA scrapper that I am trying to focus on control; two doms, an EC/EA that is really turning out to be fun; and an EM/Nin Stalker that I took for the extra placate and stun powers; lest I forget my Peacebringer and Warshade that I haven't played in a month...

    I think I've rolled too many toons...

    But for the record. Grav and Mind Control Suck. I've played them a lot. You should never take them... (please don't become fotm...)
    If you couldn't confuse bosses and it wasn't a non-agro drawing skill, then I could see possibly getting the experience from their damage. There has to be some drawback to confusing a boss while it destroys other NPC's.