Guide to solo Illusion/Radiation for I6


BellaStrega

 

Posted

ADDENDUM:

Re-tested the FireAncillary and Containment

First, Fireblast:

Fireblast has a base damage of 5.55 BI
The base damage does benefit from Containment
Fireblast has extra (0-4) ticks of .278 Fire damage
The extra tics do not benefit from Containment

The "average" Fireblast remains at 5.55 + (2.5 * .278) = 6.2
The "average" Fireblast, CONTAINED, changes from previously incorrect value of 12.4 to correct value of 11.8, a drop of ~5%

The min Fireblast remains the same either way, the Max suffers the biggest correction, (13.3 to 12.2, 8.2%)

Fireball:

Fireball consists of three parts

Fireball has a 3.89 Fire damage initial hit
Fireball has a .556 Smash damage initial hit

Both these two benefit from containment, but the Containment damage is expressed as a single number, not two extra damages (and this extra damage was FIRE, IIRC)

Fireball has (0-4) ticks of .278 Fire
These ticks do not benefit from Containment

The "average" Fireball damage remains at ~5.1
The "average" Contained Fireball damage is reduced from its previously incorrect value of 10.2 to 9.6, a reduction of ~6%

The MIN fireball Containment damage remains the same. The MAX fireball Containment damage is reduced a bit more (11.6 to 10.4, 10.3%)

I will be sending a PM to CASTLE asking why the extra ticks do not receive containment.


 

Posted

Do you happen to know a good resource for getting stats on how to costume your hero like a Phantom Army Decoy?


 

Posted

im sort of confused, if this is suppose to be a solo build, why is Group Invisibilty taken?

Ill admit im a newb, never been high enough level with a controller for that power, but according to Hero Builder its invisibilty doesnt affect the caster, is it just for the 3.5% Defense buff?


 

Posted

GI does invis the 'caster as well as your Phant until you attack. It's a cheap (endurance-wise) alternative to SI which can't be toggled off. On the other hand, SI can be an endurance hog (even with endurance reducers) when used in conjunction with other toggles.

I use GI prior to starting a boss-fight to give me a chance to position myself for dropping PA. If it runs out during a long fight, then I can alternate with SI if I want to.


 

Posted

Excellent work!


 

Posted

Could I just replace the fire epic with power epic and keep the slots how they are? I mean just replace the fire powers with their equivalent from the power epic tree?


 

Posted

<----- NEWB ALERT!!!

Now that that's known, is there a good place to get a Ill/rad build template (with ? power slots slotted) that I can copy I realy don't understand where the percentages come in .. I just want to play the game. CoH_CoV Character Builder type would be nice...


 

Posted

[ QUOTE ]
<----- NEWB ALERT!!!

Now that that's known, is there a good place to get a Ill/rad build template (with ? power slots slotted) that I can copy I realy don't understand where the percentages come in .. I just want to play the game. CoH_CoV Character Builder type would be nice...


[/ QUOTE ]About the 6th post down, there are build templates.


 

Posted

I just want to say: Thank you very much for this great guide! I just started playing again, and probably haven't played since I4. I gave up on my Ill/Rad, even tho he was my favorite character, because solo play was just too painful. Since the changes, and thanks to your guide, he is very much fun to solo.

A couple of suggestions on the character builds. I would definitely take Stamina at 22 and Hasten at 24 rather than vice versa. Perhaps this has to do with changes in I9, but I found myself out of End all the time, especially in long fights and chain fights, even with no toggles running. This was even at 20-21 slotted to this guide's spec with DOs. Once I hit 22 and took Stamina, however, all that changed. I still manage to run low on End if I use RI the entire time and spam my attacks pretty hard, but it's much more manageable now.

I prefer SI. That's just my preference. I'd like to take them both actually, but I find SI handy when solo because I tend to go AFK (that's one of the benefits solo play, right?), sometimes for a while (to do laundry or whatever) and in the middle of mishes, and SI is nice to leave running and not worry about it.

Deceiving FFGs is great fun.


 

Posted

excellent guide, this nicely explains where i've been going wrong on my ill/rad attempts


 

Posted

I really miss the incredible speed from kinetics though , something I look forward to in the kinetics pool because it's so much fun, but I also heard it helps with making PA perma, can PA be perma as well for a ill/rad or is there going to be a period I cannot use my PA, if I wanted to move from mob to mob without having to sit and rest for PA?


 

Posted

If you take careful care of your timing, your pa can be up just as your end finishes recharging for the next fight.


 

Posted

Since this seems to be the most recent and comprehensive Ill/Rad guide, I am going to add some I9 info to it.

Currently my 50 ill/rad is collecting dust, but with I11 adding even more incentive to play him again I am going to post my IO build with some information as to what changed and why because of IOs. I expect some things will change because I11 will be adding new IO sets and even level 50 only ultra rare sets, but we will deal with that once it happens. This post is about jump starting our old 50s that need to be respeced and IOed up so when I11 hits we will be ready to roll.

IOs and what they mean to you
Common IOs when crafted at level 50 are expensive, but they do provide about 1 DOs extra of enhancement to a level 50 SO. So just rebuilding your 50 with 2 slots in stamina instead of 3 will allow you to put that extra slot into something else for a better return on investment. That by itself is pretty cool for slot efficiency... but wait there's more! !

IO set bonus and how to shove that nerf bat up EDs ***
Remember the good ole days when AM, hasten, and phantom army was always up. Sure your pets did all the damage, but you could lock down the entire 8 man spawn of +3s with no problem. What if I told you you can get close to that again, and still keep the containment damage bonus? How much would you pay for that? Don't answer that just yet we have more to show you!

Ok Billy Mays, just how can you return us to our former glory and let us keep our damage bonus?
Its easy! first you need to understand IO set bonuses, so I will wait while you read all the other amazing guides to IOs that exist in this very same forum.
...
Ok all done? Head spinning yet? Yeah its alot to grasp. But with my new pattened applicator you too can get that awesome io build you have been dreaming about!

What?... Ok Please tell us how!
First whats the thing we lost that we would love to have back? Perm hasten, and along with it perm AM! And near perm PAs would be nice too. Think about it, all your attacks cycling faster, extra endurance from AM at all times, and PAs that are ready to tank every spawn! So in this case we want IO set bonuses that focus on giving us enhanced recharge time. If we work it right we could even get to the point in which flash is up almost every other spawn. That would be nice woudnt it?

So we have a goal. The right amount of recharge in order to get AM and haste perma again.
What is our means to accomplish that goal? Mids excellent hero planner: Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php

Fractal Image: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Spectral Wounds <ul type="square">[*] (A) Decimation - Accuracy/Damage: Level 40[*] (3) Decimation - Accuracy/Damage/Recharge: Level 40[*] (5) Decimation - Damage/Recharge: Level 40[*] (5) Decimation - Chance of Build Up: Level 40[*] (7) Decimation - Damage/Endurance: Level 40[/list]Level 1: Radiant Aura <ul type="square">[*] (A) Doctored Wounds - Heal: Level 53[*] (11) Doctored Wounds - Recharge: Level 53[*] (11) Doctored Wounds - Heal/Endurance/Recharge: Level 53[*] (15) Doctored Wounds - Heal/Recharge: Level 53[*] (15) Doctored Wounds - Heal/Endurance: Level 53[/list]Level 2: Blind <ul type="square">[*] (A) Ghost Widow's Embrace - Accuracy/Hold/Recharge: Level 53[*] (3) Hold Duration IO: Level 50[*] (9) Hold Duration IO: Level 50[/list]Level 4: Accelerate Metabolism <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (7) Recharge Reduction IO: Level 50[*] (9) Recharge Reduction IO: Level 50[*] (17) Endurance Modification IO: Level 50[*] (31) Endurance Modification IO: Level 50[/list]Level 6: Swift <ul type="square">[*] (A) Flight Speed IO: Level 50[/list]Level 8: Hover <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 53[*] (40) Red Fortune - Defense: Level 53[*] (40) Red Fortune - Defense/Endurance: Level 53[*] (43) Red Fortune - Endurance: Level 53[*] (43) Red Fortune - Defense/Endurance/Recharge: Level 53[*] (46) Red Fortune - Defense/Recharge: Level 53[/list]Level 10: Radiation Infection <ul type="square">[*] (A) HamiO:Lysosome Exposure[*] (17) HamiO:Enzyme Exposure[*] (23) HamiO:Lysosome Exposure[/list]Level 12: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (13) Recharge Reduction IO: Level 50[*] (13) Recharge Reduction IO: Level 50[/list]Level 14: Fly <ul type="square">[*] (A) Freebird - +Stealth: Level 53[/list]Level 16: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery: Level 53[/list]Level 18: Phantom Army <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (19) Recharge Reduction IO: Level 50[*] (19) Blood Mandate - Accuracy/Damage: Level 53[*] (21) Blood Mandate - Damage: Level 53[*] (23) Recharge Reduction IO: Level 50[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (21) Endurance Modification IO: Level 50[/list]Level 22: Enervating Field <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (33) Endurance Reduction IO: Level 50[/list]Level 24: Lingering Radiation <ul type="square">[*] (A) Tempered Readiness - Accuracy/Slow: Level 53[*] (25) Tempered Readiness - Endurance/Recharge/Slow: Level 53[*] (25) Tempered Readiness - Range/Slow: Level 53[*] (31) Tempered Readiness - Accuracy/Damage/Slow: Level 53[*] (31) Tempered Readiness - Accuracy/Endurance: Level 53[/list]Level 26: Spectral Terror <ul type="square">[*] (A) Glimpse of the Abyss - Accuracy/Recharge: Level 53[*] (27) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 53[*] (27) Glimpse of the Abyss - Endurance/Fear: Level 53[*] (29) Glimpse of the Abyss - Chance of Damage(Psionic): Level 53[*] (29) Glimpse of the Abyss - Fear/Range: Level 53[/list]Level 28: Group Invisibility <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 53[/list]Level 30: Maneuvers <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 53[*] (34) Red Fortune - Endurance: Level 53[*] (34) Red Fortune - Defense: Level 53[*] (34) Red Fortune - Defense/Endurance: Level 53[*] (36) Red Fortune - Defense/Endurance/Recharge: Level 53[*] (36) Red Fortune - Endurance/Recharge: Level 53[/list]Level 32: Phantasm <ul type="square">[*] (A) Blood Mandate - Accuracy/Damage: Level 53[*] (33) Blood Mandate - Damage: Level 53[*] (33) Damage Increase IO: Level 50[/list]Level 35: Deceive <ul type="square">[*] (A) Malaise's Illusions - Accuracy/Confused/Recharge: Level 53[*] (36) Malaise's Illusions - Endurance/Confused: Level 53[*] (37) Malaise's Illusions - Accuracy/Recharge: Level 53[*] (37) Malaise's Illusions - Confused/Range: Level 53[*] (37) Malaise's Illusions - Accuracy/Endurance: Level 53[/list]Level 38: Flash <ul type="square">[*] (A) Ghost Widow's Embrace - Accuracy/Hold/Recharge: Level 53[*] (39) Essence of Curare - Accuracy/Hold/Recharge: Level 53[*] (39) Hold Duration IO: Level 50[*] (39) Recharge Reduction IO: Level 50[*] (40) Ghost Widow's Embrace - Endurance/Hold: Level 53[/list]Level 41: Indomitable Will <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (42) Red Fortune - Endurance/Recharge: Level 53[*] (42) Red Fortune - Defense: Level 53[*] (42) Red Fortune - Defense/Endurance/Recharge: Level 53[*] (43) Red Fortune - Defense/Endurance: Level 53[*] (46) Red Fortune - Defense/Recharge: Level 53[/list]Level 44: Mind Over Body <ul type="square">[*] (A) Impervious Skin - Resistance/Endurance: Level 30[*] (45) Impervious Skin - Resistance/Recharge: Level 30[*] (45) Impervious Skin - Endurance/Recharge: Level 30[*] (45) Impervious Skin - Resistance/Endurance/Recharge: Level 30[*] (46) Impervious Skin - Status Resistance: Level 30[/list]Level 47: Psionic Tornado <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage: Level 53[*] (48) Positron's Blast - Damage/Endurance: Level 53[*] (48) Positron's Blast - Damage/Recharge: Level 53[*] (48) Positron's Blast - Accuracy/Damage/Endurance: Level 53[*] (50) Positron's Blast - Damage/Range: Level 53[/list]Level 49: EM Pulse <ul type="square">[*] (A) Ghost Widow's Embrace - Accuracy/Hold/Recharge: Level 53[*] (50) Essence of Curare - Accuracy/Hold/Recharge: Level 53[*] (50) Hold Duration IO: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+8.5% DamageBuff[*]+3.15% Max Endurance[*]+18% Enhancement(Accuracy)[*]+2.5% Enhancement(Confused)[*]+4% Enhancement(Heal)[*]+76.3% Enhancement(RechargeTime)[*]+1.5% Enhancement(Slow)[*]+2.75% Enhancement(Terrorized)[*]+54.2 (4.5%) HitPoints[*]+MezResist(Confused) (Mag 7.5%)[*]+MezResist(Held) (Mag 7.5%)[*]+MezResist(Immobilize) (Mag 16.9%)[*]+MezResist(Sleep) (Mag 9.7%)[*]+MezResist(Stun) (Mag 7.5%)[*]+MezResist(Terrorized) (Mag 9.7%)[*]+9.5% Recovery[*]+6.62% Resistance(Fire)[*]+6.62% Resistance(Cold)[*]+5% RunSpeed[*]+2% Debt Protection[/list]


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</pre><hr />

Ok so notice my + recharge time is 76.3% According to the builder when I have hasten and AM running with that much bonus recharge both AM recharges in 112 (8 seconds to spare!) and hasten recharges in 119.9 (.1 seconds to spare!). PA is only down for 3.9 seconds, not to shabby. Now lets look at something interesting... flash is up every 66 seconds and has a duration of 29.3 seconds. That should be ready to use every other spawn in a large team enviornment.

A few other things to note:
we have a nice 18% Acc bonus to all of our powers. A small but helpfull 9.5% bonus to endurance recovery, combine that with our +end accolades and +3 end from set bonuses and we should be good with end useage.

Ok its great... but how much does it cost?
Ah... well um... yeah. Its gonna cost you a pretty sizable amount of inf. But your 50 right, you should be swimming in INF, and you earn inf at insane rates so go out there and save the RWZ a few times with your 50. The luck of the gamblers will be one of your biggest problems. They can run from 10 mil to 40 mil. Plan on paying top dollar for them. But on the possitive side things like fear, confuse and slow sets are usually pretty cheap. Not sure how much the red fortunes will run ya, but unless you have 100 mil or more banked on your 50 you probably wont be getting this setup overnight. But you have a few months before I11 hits so no worries right?


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