How to get perma PA (ill/rad build)?
Perma-PA comes at almost 180% global. You will still need 99% recharge in AM and Hasten. I use Combat Jumping, Super Jump, and Acrobatics. I don't really see the need for Maneuvers. Although I took Assault and Tactics. I don't have my build list on me but yes you pretty much have to slot for the global recharge bonus'.
With Maneuvers it is easy to get 7.5% global with just one slot.
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Ok, so can anyone give me a typical ill/rad build that's not too expensive (read: No purples) but has perma PA?
Perma AM would be nice too.
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[ QUOTE ]
Ok, so can anyone give me a typical ill/rad build that's not too expensive (read: No purples) but has perma PA?
Perma AM would be nice too.
[/ QUOTE ]
This is probably not possible -- because recharge bonuses are highly sought after, any Recharge oriented build is going to be expensive. Those Luck of the Gambler recharge IOs are VERY expensive. Same with sets that give recharge bonuses. Most of the folks with Perma-PA builds spend a LOT, unless they were really, really lucky with drops.
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Also keep in mind that you generally don't need PA to be perma. I have an ill/rad who pretty handily defeats most AV's solo, and still has roughly 10 seconds of PA downtime. Phantasm's decoy will often fill that 10 second gap, and if that doesn't cut it, I use hibernate until PA recharges.
[ QUOTE ]
Ok, so can anyone give me a typical ill/rad build that's not too expensive (read: No purples) but has perma PA?
Perma AM would be nice too.
[/ QUOTE ]
Perma Hasten/AM much easier to achieve than perma PA. You only need around 77% global recharge with 3 slotted hasten to make hasten/AM perma. With 97.5% global recharge i have, recharge speed for PA is 61.9 sec (1.9 seconds downtime). And that build isn't cheap, it has 5 purple sets and 3 LotG 7.5
noo....perma hasten takes 105 global recharge. you hit that and Pa will have a downtime of about 3 seconds....which is pretty much perma. My build is a perma-hasten ill/emp
I guess it all has to do with your definition of Perma. Having it recharge prior to or at the same time they fade is Perma to me. No down time. I'm working on my last 7% to max out global and have Perma IW, and stacked AM.
AM doesn't stack from the same caster.
Maybe mids is bugged but -
with a global recharge of 90% PA has a recharge of 83.2
hasten 155
AM - 148
Hasten affects hasten etc... so
with hasten up - hasten has a recharge of 125
with AM + Hasten - AM has a recharge of 108, hasten 115 - both with a duration of 120 so both we be perma if you manage when you hit them (or click toggle hasten to fire when recharged and manage your am).
To get hasten perma on any build you need over 105% recharge without hasten.
Likely he's looking at 77% + perma AM (another 30%, for total 107% plus the recharge in Hasten itself of around 100%) to get to perma Hasten.
Edit: Basically if I'm not mistaken both AM and Hasten work towards each other becoming perma ... but the math is something I'll leave to more expert folks than I.
I'd hazard to agree with this ...
the following build is one I've been working with in Mids and has global +recharge in nearly every power that can provide it (without using any purples) and is still several seconds shy of perma PA.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Salem Gray (v1.00.i14 non-purpled): Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Spectral Wounds -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/Rchg(9), Thundr-Dmg/EndRdx(17), Thundr-Acc/Dmg(34)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(23), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Rchg(39)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(17), G'Wdw-Dam%(33)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(11), Efficacy-EndMod/Acc(15), Efficacy-EndMod/EndRdx(27)
Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/Rchg(13), Achilles-ResDeb%(27)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
Level 10: Swift -- Run-I(A)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
Level 14: Super Speed -- EndRdx-I(A), Zephyr-ResKB(15)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(21), Numna-Regen/Rcvry+(48)
Level 18: Phantom Army -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(19), C'Arms-Acc/Dmg/Rchg(19), C'Arms-EndRdx/Dmg/Rchg(31), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), EndMod-I(50)
Level 22: Deceive -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(23), Mlais-Acc/EndRdx(25), Mlais-Conf/Rng(40), Mlais-Acc/Conf/Rchg(40), Mlais-Dam%(46)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Acc/Fear/Rchg(29), Abys-EndRdx/Fear(31), Abys-Fear/Rng(40), Abys-Dam%(43)
Level 28: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-EndRdx/Rchg/Slow(29), TmpRdns-Acc/EndRdx(31), TmpRdns-Rng/Slow(37), TmpRdns-Acc/Dmg/Slow(43)
Level 30: Maneuvers -- LkGmblr-Rchg+(A)
Level 32: Phantasm -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-EndRdx/Dmg/Rchg(33), C'Arms-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(46)
Level 35: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-ToHit/Rchg(37), AdjTgt-EndRdx/Rchg(50)
Level 38: Fallout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(50)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Dam%(43)
Level 44: EM Pulse -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45)
Level 47: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx/Rchg(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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[ QUOTE ]
Likely he's looking at 77% + perma AM (another 30%, for total 107% plus the recharge in Hasten itself of around 100%) to get to perma Hasten.
Edit: Basically if I'm not mistaken both AM and Hasten work towards each other becoming perma ... but the math is something I'll leave to more expert folks than I.
[/ QUOTE ]
yes am affects hasten, hasten affects am...
yep and Hasten effects Hasten and AM effects AM and the math involved plus can you remember to click either Hasten or AM and PA (since only one at most can be auto'd) on time etc., etc., etc..
And that build is not by any means cheap ... not even sure Purples would necessarily make it more expensive by any significant degree
I have one I am slotting up now (stripped my Illusion/Storm) that is a legitimate perma-PA. only purples are from the confuse set. Still runs in the 600-750 million range, so it's not cheap
Hmm sure make me compusively go back and tweak
Well the build I posted is 192% global recharge, the purpled version with perma-PA (by a whopping 1.8 seconds per Mids) sits at 215% global so need to gain roughly 25% to gain perma-PA. I could give up Super Speed and Fireshield to add 2 powers where you can slot LotG, bring in CJ and maybe Grant Invisibility. Now you have 15% of that 25%. Other than bringing one Purple set into the build ... Timelord accolade is a global 10% recharge as I understand but temporary. There's a pvp day job related badge which also gives a +rech I think as well, also temporary. And then there's the empowerment buff station +recharge buff which is 10% (or more, or less, I don't recall?) and it's also temporary (though you could stop and build it again as often as desired). Heh. Heck it's a Mids build I slot Apocalypse in Spectral Wounds and call it a day!
Well, for a realistic team build, the best I could get is 60% recharge, since there's no way in H-E-double-toothpicks that I'll ever be able to afford a Basilisk's Gaze set (or purples for that matter).
With that said, PA would still have 50 sec. of downtime (according to Mid's), which is fairly respectable in most situations. So, tear this build apart and see what you can do with it:
Level 50 Science Controller[/b]
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Teleportation
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Blind -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(23)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(27)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(25)
Level 4: Accelerate Metabolism -- RechRdx(A), RechRdx(5), RechRdx(5), EndMod(17), EndMod(29), EndMod(29)
Level 6: Swift -- Run(A)
Level 8: Hasten -- RechRdx(A), RechRdx(9), RechRdx(9)
Level 10: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37)
Level 12: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-ToHitDeb/EndRdx(27)
Level 14: Fly -- Flight(A)
Level 16: Health -- Heal(A)
Level 18: Phantom Army -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(19), C'Arms-Acc/Dmg/Rchg(19), C'Arms-EndRdx/Dmg/Rchg(23)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Mutation -- RechRdx(A), RechRdx(46)
Level 24: Enervating Field -- EndRdx(A), EndRdx(25)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(39), Abys-Acc/EndRdx(39), Abys-Fear/Rng(39), Abys-Acc/Fear/Rchg(40)
Level 28: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(31), TmpRdns-Acc/EndRdx(34), TmpRdns-EndRdx/Rchg/Slow(34), TmpRdns-Acc/Dmg/Slow(36)
Level 30: Superior Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(34), RedFtn-EndRdx(36)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Recall Friend -- EndRdx(A), RechRdx(46)
Level 38: EM Pulse -- Lock-Acc/Hold(A), Lock-Acc/Rchg(40), Lock-Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(43)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Fire Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(45), ImpSkn-Status(46)
Level 47: Consume -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(48), Erad-Acc/Dmg/Rchg(48), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc/Rchg(50), P'Shift-EndMod/Acc(50)
Level 49: Fallout -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(50)
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]8% DamageBuff(Smashing)[*]8% DamageBuff(Lethal)[*]8% DamageBuff(Fire)[*]8% DamageBuff(Cold)[*]8% DamageBuff(Energy)[*]8% DamageBuff(Negative)[*]8% DamageBuff(Toxic)[*]8% DamageBuff(Psionic)[*]1.25% Defense(Fire)[*]1.25% Defense(Cold)[*]3.13% Defense(Energy)[*]3.13% Defense(Negative)[*]1.56% Defense(Ranged)[*]2.5% Defense(AoE)[*]7.2% Max End[*]2.5% Enhancement(Held)[*]1.5% Enhancement(JumpSpeed)[*]2.75% Enhancement(Terrorized)[*]1.5% Enhancement(FlySpeed)[*]1.5% Enhancement(RunSpeed)[*]60% Enhancement(RechargeTime)[*]1.5% Enhancement(JumpHeight)[*]4% Enhancement(Heal)[*]25% Enhancement(Accuracy)[*]5% FlySpeed[*]118.3 HP (11.6%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Confused) 10%[*]MezResist(Held) 12.2%[*]MezResist(Immobilize) 19.9%[*]MezResist(Sleep) 12.2%[*]MezResist(Stun) 10%[*]MezResist(Terrorized) 12.2%[*]11.5% (0.19 End/sec) Recovery[*]4.1% Resistance(Fire)[*]4.1% Resistance(Cold)[*]5% RunSpeed[*]2% XPDebtProtection[/list]
Did they nerf recharge speeds on PA? My ill/rad slotted PA with 2dam, 1 acc, 3 rech and with just that and AM it was almost perma. A few seconds of downtime.
[ QUOTE ]
Well, for a realistic team build, the best I could get is 60% recharge, since there's no way in H-E-double-toothpicks that I'll ever be able to afford a Basilisk's Gaze set (or purples for that matter).
With that said, PA would still have 50 sec. of downtime (according to Mid's), which is fairly respectable in most situations. So, tear this build apart and see what you can do with it:
Level 50 Science Controller[/b]
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Teleportation
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Blind -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(23)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(27)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(25)
Level 4: Accelerate Metabolism -- RechRdx(A), RechRdx(5), RechRdx(5), EndMod(17), EndMod(29), EndMod(29)
Level 6: Swift -- Run(A)
Level 8: Hasten -- RechRdx(A), RechRdx(9), RechRdx(9)
Level 10: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37)
Level 12: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-ToHitDeb/EndRdx(27)
Level 14: Fly -- Flight(A)
Level 16: Health -- Heal(A)
Level 18: Phantom Army -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(19), C'Arms-Acc/Dmg/Rchg(19), C'Arms-EndRdx/Dmg/Rchg(23)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Mutation -- RechRdx(A), RechRdx(46)
Level 24: Enervating Field -- EndRdx(A), EndRdx(25)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(39), Abys-Acc/EndRdx(39), Abys-Fear/Rng(39), Abys-Acc/Fear/Rchg(40)
Level 28: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(31), TmpRdns-Acc/EndRdx(34), TmpRdns-EndRdx/Rchg/Slow(34), TmpRdns-Acc/Dmg/Slow(36)
Level 30: Superior Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(34), RedFtn-EndRdx(36)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Recall Friend -- EndRdx(A), RechRdx(46)
Level 38: EM Pulse -- Lock-Acc/Hold(A), Lock-Acc/Rchg(40), Lock-Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(43)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Fire Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(45), ImpSkn-Status(46)
Level 47: Consume -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(48), Erad-Acc/Dmg/Rchg(48), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc/Rchg(50), P'Shift-EndMod/Acc(50)
Level 49: Fallout -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(50)
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]8% DamageBuff(Smashing)[*]8% DamageBuff(Lethal)[*]8% DamageBuff(Fire)[*]8% DamageBuff(Cold)[*]8% DamageBuff(Energy)[*]8% DamageBuff(Negative)[*]8% DamageBuff(Toxic)[*]8% DamageBuff(Psionic)[*]1.25% Defense(Fire)[*]1.25% Defense(Cold)[*]3.13% Defense(Energy)[*]3.13% Defense(Negative)[*]1.56% Defense(Ranged)[*]2.5% Defense(AoE)[*]7.2% Max End[*]2.5% Enhancement(Held)[*]1.5% Enhancement(JumpSpeed)[*]2.75% Enhancement(Terrorized)[*]1.5% Enhancement(FlySpeed)[*]1.5% Enhancement(RunSpeed)[*]60% Enhancement(RechargeTime)[*]1.5% Enhancement(JumpHeight)[*]4% Enhancement(Heal)[*]25% Enhancement(Accuracy)[*]5% FlySpeed[*]118.3 HP (11.6%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Confused) 10%[*]MezResist(Held) 12.2%[*]MezResist(Immobilize) 19.9%[*]MezResist(Sleep) 12.2%[*]MezResist(Stun) 10%[*]MezResist(Terrorized) 12.2%[*]11.5% (0.19 End/sec) Recovery[*]4.1% Resistance(Fire)[*]4.1% Resistance(Cold)[*]5% RunSpeed[*]2% XPDebtProtection[/list]
[/ QUOTE ]
It would help if you would post the data link on your build so we could pull it up in Mids ourselves.
Consider taking Fire Blast. Not only does it give you a great attack chain in Blind-SW-Blast-SW, but it also gives you another place for a Decimation set. Fallout is extremely situational and very skippable. But if you are going to take it, you need to slot it up more. (I have it on my Earth/Rad who mainly does TFs, mainly just so I can say I have it and use it -- but if you want to see why I think it is extremely situational, take a look at my Earth/Rad guide. An Ill/Rad has other powers that will provide more benefit.)
Accelerate Metabolism: Try the Efficiency Adapter set. The full set gives another 5%, but unless you have enough global recharge, you may lose out on its own recharge. If so, replace the EndMod/Acc with a Recharge. You lose out on the recharge bonus, but the other bonuses are good, too.
No Deceive? It is very, very powerful. Plus, the Confuse purple set is one of the most affordable. 5 of them gives you 10% Recharge. Plus, the Contagious Confusion Proc turns the single target Deceive into Mass Confusion 1/3 of the time. Best proc for an Ill/Rad! I take Deceive on all of my Illusionists at level 4.
And a personal pet peeve -- why do folks take Swift/Hurdle at level 6? There are so many better powers that will actually help you survive and complete missions at that level. Take RI at 6, or even Air Superiority would be better there. Hasten can wait until 22, Mutation is skippable and could be put off until 49 or forever. I prefer Superior Invis at 8 so it can help you run around in safety early.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
[ QUOTE ]
I'd hazard to agree with this ...
the following build is one I've been working with in Mids and has global +recharge in nearly every power that can provide it (without using any purples) and is still several seconds shy of perma PA.
[/ QUOTE ]
Changing your set in Phantom Army to all of the Expedient Reinforcement set, plus a common Recharge in place of the Resistance proc, will reduce your recharge from 65 to 61.7 seconds.
Also, you can put 5 Decimations in for Thunderstrike in Spectral Wounds.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Took another look to see why I didn't elect to 5 or 6 slot with one set vs other options. Reason I didn't is it won't put the damage in the red vs ED. Salem is still a young man, so to speak, so I've minimal experience in whether the difference between the slotting for recharge vs damage make a significant difference in actual game play. My guess is you could jump either way and never really see the difference in game play over the long run but I was prioritizing damage over recharge in the power itself.
The main reason I went with Thunderstrike over Decimation is the build has 5 of the 6.25% recharge bonuses already. I like the set bonuses in Thunderstrike better once you eliminate the recharge bonus of Decimation from the mix. It might be better for exemplar purposes though to use Decimation here and something else later, for example, in Fireball to achieve the same 5*6.25% bonuses in the build.
Last, while I'd probable leave it as is, I noticed that both builds could theoretically drop one slot from Hasten and retain perma-Hasten with only 2 recharge slotted in Hasten. *Twitch, tweak, tweak*
If it helps at all, this is what I am doing with mine.
The Basilisk's Gaze sets are low-level (I picked em up cheap), so I had to count on global recharge and two common IOs to round out those hold powers.
This build is almost complete, although some of the recipes still need to be crafted. No big hurry as my newer Illusion/Rad is still level 27 I think...
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
the Phantomatrix: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(13), BasGaze-Rchg/Hold(15), Acc-I(50), Hold-I(50)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal(17), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(34)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(15), Decim-Dmg/EndRdx(17)
Level 4: Radiation Infection -- HO:Enzym(A), HO:Enzym(5), HO:Enzym(11)
Level 6: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7), EndMod-I(34), EndMod-I(37), EndMod-I(37)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Superior Invisibility -- EndRdx-I(A), EndRdx-I(11), LkGmblr-Rchg+(31)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Run-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 18: Phantom Army -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19), HO:Nucle(23), HO:Nucle(25), HO:Nucle(25)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 24: Lingering Radiation -- TmpRdns-Acc/EndRdx(A), TmpRdns-Acc/Slow(27), TmpRdns-EndRdx/Rchg/Slow(27), P'ngTtl-EndRdx/Rchg/Slow(29)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Acc/Fear/Rchg(31), Abys-EndRdx/Fear(31), Abys-Fear/Rng(37), Abys-Acc/EndRdx(40)
Level 28: Maneuvers -- LkGmblr-Rchg+(A)
Level 30: Group Invisibility -- LkGmblr-Rchg+(A)
Level 32: Phantasm -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(33), KinCrsh-Rchg/KB(33), KinCrsh-Rechg/EndRdx(33), KinCrsh-Dmg/EndRdx/KB(34), KinCrsh-Acc/Dmg/KB(43)
Level 35: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(36), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(36), CoPers-Conf%(43)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Rchg/Hold(39), Acc-I(40), Hold-I(40)
Level 41: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42), Decim-Dmg/EndRdx(43)
Level 44: Frozen Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(45), RedFtn-Def/Rchg(46), LkGmblr-Rchg+(46)
Level 47: Hibernate -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Rchg(50)
Level 49: Stealth -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]6% DamageBuff(Smashing)[*]6% DamageBuff(Lethal)[*]6% DamageBuff(Fire)[*]6% DamageBuff(Cold)[*]6% DamageBuff(Energy)[*]6% DamageBuff(Negative)[*]6% DamageBuff(Toxic)[*]6% DamageBuff(Psionic)[*]5% Defense(Energy)[*]5% Defense(Negative)[*]2.5% Defense(Ranged)[*]4.5% Max End[*]1.5% Enhancement(RunSpeed)[*]9% Enhancement(Accuracy)[*]103.8% Enhancement(RechargeTime)[*]2.75% Enhancement(Terrorized)[*]1.5% Enhancement(JumpSpeed)[*]8% Enhancement(Heal)[*]1.5% Enhancement(JumpHeight)[*]1.5% Enhancement(FlySpeed)[*]4% Enhancement(Confused)[*]42 HP (4.13%) HitPoints[*]Knockback (Mag -3)[*]Knockup (Mag -3)[*]MezResist(Immobilize) 7.7%[*]MezResist(Terrorized) 4.4%[*]9.5% (0.16 End/sec) Recovery[*]6% (0.25 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]3.78% Resistance(Fire)[*]3.78% Resistance(Cold)[*]3% RunSpeed[/list]
Most of the pricetag came from the LoTGs, Numina and Miracle. Much of the rest of the build can be done for cheap, so you see I picked up stuff over time.
[ QUOTE ]
It would help if you would post the data link on your build so we could pull it up in Mids ourselves.
-
Consider taking Fire Blast. Not only does it give you a great attack chain in Blind-SW-Blast-SW, but it also gives you another place for a Decimation set. Fallout is extremely situational and very skippable. But if you are going to take it, you need to slot it up more. (I have it on my Earth/Rad who mainly does TFs, mainly just so I can say I have it and use it -- but if you want to see why I think it is extremely situational, take a look at my Earth/Rad guide. An Ill/Rad has other powers that will provide more benefit.)
-
Accelerate Metabolism: Try the Efficiency Adapter set. The full set gives another 5%, but unless you have enough global recharge, you may lose out on its own recharge. If so, replace the EndMod/Acc with a Recharge. You lose out on the recharge bonus, but the other bonuses are good, too.
-
No Deceive? It is very, very powerful. Plus, the Confuse purple set is one of the most affordable. 5 of them gives you 10% Recharge. Plus, the Contagious Confusion Proc turns the single target Deceive into Mass Confusion 1/3 of the time. Best proc for an Ill/Rad! I take Deceive on all of my Illusionists at level 4.
-
And a personal pet peeve -- why do folks take Swift/Hurdle at level 6? There are so many better powers that will actually help you survive and complete missions at that level. Take RI at 6, or even Air Superiority would be better there. Hasten can wait until 22, Mutation is skippable and could be put off until 49 or forever. I prefer Superior Invis at 8 so it can help you run around in safety early.
[/ QUOTE ]
Sorry about the data link thing, but I've never been able to get those to work properly, so I didn't include one. However, I will add the data chunk at the end of this reply.
Let me reiterate that this build is intended for an ill/rad on the road to 50, not post 50, so the power and recipe choices are based on the most value to a team at the level range those powers become available while also benefiting the player in solo situations.
Now, I did consider taking Fire Blast over Fallout, but didn't have enough slots to dedicate to it, thus Fallout was chosen simply as a mitigation tool when a battle goes horribly wrong. I'm aware that Fallout is also under-slottted, but at least it has enough to be somewhat effective. I could probably take a selfish approach and replace it with Hover to drop in a LotG +rech, but as I said before, having 20 mil to spend on a single recipe isn't likely to happen any time durring an average hero's career... although merits are always an option, I suppose.
I also considered putting the Efficiency Adapter set into Accelerate Metabolism, but even though the bonuses are attractive, I was more concerned about the actual performance of the power. With only 60% global recharge (or 65% with Efficiency Adapter), I didn't think that would be enough to get the most out of AM.
Agreed that Deceive is indeed a powerful option (personally, I love the power) and is probably a better choice than Mutation. But, when you're the only psudo-healer on a team, getting others back into the thick of battle kind of outweighs the novelty of watching 2 to 4 enemies going at each other. Not to mention that the Contagious Confusion set isn't even slottable (is that even a word?) until level 47.
As far as taking Swift at level 6 goes, I look at it as a prerequisite for keeping pace with the team while on a mission map. The same philosophy applies to Hasten as it gets AM up faster and lessens the recharge of RI downtime. Also, do you really need SI at level 8? Sure, it's nice to have, but the truly nasty enemies start showing up around level 30 (Devouring Earth, Crey, Nemesis, ect.), where SI becomes more useful than just a luxury, right?
And now for the data chunk:
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|</pre><hr />
My Current build. I am a miracle:+recovery away from completing it, and it is sweet
59,9 seconds to recharge PA, and they last 60s, so it is perma. Actually, everything is perma, except IW, which is 0.8s away from.
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Natural Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(34)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(9), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40)
Level 2: Deceive -- CoPers-Conf(A), CoPers-Conf%(3), CoPers-Acc/Conf/Rchg(3), CoPers-Conf/Rchg(5), CoPers-Acc/Rchg(5)
Level 4: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(15)
Level 6: Hover -- LkGmblr-Rchg+(A), Krma-ResKB(7)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A)
Level 10: Swift -- Flight-I(A)
Level 12: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Acc/Rchg(17), Efficacy-Acc/Rchg(17), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(27), Efficacy-EndMod/Rchg(34)
Level 14: Fly -- Flight-I(A), Flight-I(15)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-Acc/Dmg(23), RechRdx-I(25), RechRdx-I(25)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(23), EndMod-I(36)
Level 22: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-Slow%(36), DarkWD-ToHitdeb/Rchg/EndRdx(36), LdyGrey-%Dam(37), Achilles-ResDeb%(37), DarkWD-ToHitDeb/EndRdx(46)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(50)
Level 26: Spectral Terror -- Abys-Dam%(A), Abys-Acc/Rchg(27), Abys-EndRdx/Fear(31), Abys-Acc/EndRdx(31), Abys-Fear/Rng(31)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/Dmg/Slow(37), TmpRdns-Acc/EndRdx(39), TmpRdns-Rng/Slow(39), TmpRdns-EndRdx/Rchg/Slow(39)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), S'bndAl-Build%(34), ExStrk-Dam%(50)
Level 35: Recall Friend -- IntRdx-I(A)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(45), Lock-%Hold(45)
Level 41: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(45), RechRdx-I(46), RechRdx-I(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Mutation -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]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)[*]5% Defense(Energy)[*]5% Defense(Negative)[*]2,5% Defense(Ranged)[*]5,4% Max End[*]1,5% Enhancement(RunSpeed)[*]2,75% Enhancement(Terrorized)[*]97,5% Enhancement(RechargeTime)[*]18% Enhancement(Accuracy)[*]4% Enhancement(Confused)[*]1,5% Enhancement(JumpHeight)[*]1,5% Enhancement(JumpSpeed)[*]4% Enhancement(Heal)[*]1,5% Enhancement(FlySpeed)[*]5% FlySpeed[*]68,7 HP (6,75%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 10%[*]MezResist(Held) 10%[*]MezResist(Immobilize) 15,5%[*]MezResist(Sleep) 10%[*]MezResist(Stun) 10%[*]MezResist(Terrorized) 12,2%[*]16% (0,27 End/sec) Recovery[*]10% (0,42 HP/sec) Regeneration[*]2,84% Resistance(Fire)[*]2,84% Resistance(Cold)[*]5% RunSpeed[/list]
@Prandi - Freedom
Arcs:
# 143959 - Freedom Phalanx, Arachnos Forces and the Deadly Virus.
Last I played was before inventions, so I'm still getting the hang of things. My old 'troller was even from pre-ED days so it had six slot recharge hasten+AM. That used to be enough to have perma-everything. Back then, my AoE hold lasted four times as long as it recharged. I had three phantasms trailing me wherever I went. Those were the days.
Anyway, I'm looking to at least get my phantom army back into permanent status, and I'm not sure how much recharge bonus I need. I have two sets now that boost recharge and I haven't noticed a difference in the numbers in the power details. The recharge bonuses are 6 and 5%, so I should be able to see at least a 10% time discount on everything. Do these bonuses not show up in the details?
With all the bonuses available, will I be able to drop hasten and still be able to perma my phantom army?
I don't normally keep confuse powers, but the utility can be nice, and I've five slotted deceive so I can fit an invention set to add a time bonus. It still feels like a sacrifice to me. Do I need to slot my powers like this to hit the perma mark? Is it worth doing this kind of thing?
How about with Luck of The Gambler global bonus? No illusion controller would be complete without Superior Invisibility, but is it worth picking up Group Invisibility, Hover, Combat Jumping, and perhaps even Maneuvers, to fit as many defensive buff set accepting powers as I can?
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.