A Local Guide to Ill/Rad Controllers


Agent White

 

Posted

Quote:
Originally Posted by JusticeValkyre View Post
Thanks for the reply and build! Seems like what I asked for. Now to start pricing this out, seems EVERYTHING is alot more expensive on Protector.
The Wentworth's Market is the same on all the servers. If I put something up for sale on Guardian, you can buy it on Protector. Only the Black Market and Wentworth's are kept separate.

So if it is expensive on Protector, it is expensive everywhere (except maybe Red side).


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

 

Posted

I read much about the wonders of Ill/rad (thx Local_man and the others), and since I love the visuals of both sets, I decided to make one. I am willing to pay a good bunch of inf for this toon, so i wonder if i made some mistakes making my build.

It is at 236,3 recharge, so it´s easily perma-AM perma hasten and perma PA (55,6 seconds). I wonder if I need to take a better look at my defensive capabilities or, if played right, I don´t need more defense besides perma-PA.

I tried to maximize the damage of my single target damage (procs, slotted for damage), and providing AOE damage when needed (Ice storm every 28 seconds for 400 dam+knockdown + frost breath).

An answer would be appreciated

Hero Plan by Mids' Hero Designer 1,707
http://www.cohplanner.com/

Click this DataLink to open the build!

Lady Protonic: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Blind -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(9), Decim-Dmg/Rchg:40(9), Decim-Acc/EndRdx/Rchg:40(11), Decim-Acc/Dmg/Rchg:40(11), UbrkCons-Dam%:50(37)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(7), Dct'dW-Heal:50(7)
Level 2: Spectral Wounds -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(3), Apoc-Acc/Rchg:50(3), Apoc-Dam%:50(13), Apoc-Dmg/EndRdx:50(36)
Level 4: Deceive -- CoPers-Conf/Rchg:50(A), CoPers-Conf%:50(13), CoPers-Acc/Conf/Rchg:50(15), CoPers-Acc/Rchg:50(17), CoPers-Conf/EndRdx:50(17)
Level 6: Accelerate Metabolism -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(19), Efficacy-EndMod/Acc/Rchg:50(19), Efficacy-Acc/Rchg:50(23), Efficacy-EndMod/Acc:50(23), Efficacy-EndMod/EndRdx:50(25)
Level 8: Superior Invisibility -- RedFtn-Def/EndRdx:50(A), RedFtn-EndRdx/Rchg:50(25), RedFtn-Def:50(27), RedFtn-EndRdx:50(27), RedFtn-Def/EndRdx/Rchg:50(29), LkGmblr-Rchg+:50(39)
Level 10: Radiation Infection -- DarkWD-ToHitDeb:50(A), Achilles-ResDeb%:20(37), DarkWD-ToHitDeb/EndRdx:50(40), DarkWD-ToHitdeb/Rchg/EndRdx:50(40), DarkWD-Rchg/EndRdx:50(40)
Level 12: Hover -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(43)
Level 14: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(15)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(34)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-End%:50(48)
Level 22: Lingering Radiation -- Acc-I:50(A)
Level 24: Phantom Army -- ExRmnt-Acc/Rchg:50(A), ExRmnt-EndRdx/Dmg/Rchg:50(29), S'bndAl-Dmg/Rchg:50(34), ExRmnt-Acc/Dmg:50(36), ExRmnt-Acc/Dmg/Rchg:50(43), S'bndAl-Build%:50(46)
Level 26: Group Invisibility -- LkGmblr-Rchg+:50(A)
Level 28: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 30: Flash -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(31), UbrkCons-Acc/Hold/Rchg:50(31), UbrkCons-Acc/Rchg:50(31), UbrkCons-EndRdx/Hold:50(37)
Level 32: Phantasm -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), BldM'dt-Acc/Dmg:50(34)
Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 38: EM Pulse -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(39), BasGaze-Acc/EndRdx/Rchg/Hold:30(39), BasGaze-Rchg/Hold:30(46)
Level 41: Ice Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(42), Decim-Dmg/Rchg:40(42), Decim-Acc/EndRdx/Rchg:40(42), Decim-Acc/Dmg/Rchg:40(43), ImpSwft-Dam%:30(48)
Level 44: Frost Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Dmg/Rng:50(45), Posi-Acc/Dmg/EndRdx:50(46)
Level 47: Ice Storm -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(50), Ragnrk-Dmg/EndRdx:50(50), Ragnrk-Knock%:50(50)
Level 49: Frozen Armor -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run



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Posted

I don't have access to Mid's at the moment, so I can't check out the numbers. However, that will be a VERY expensive build. You can make a perma-PA set with a lot less Influence than what you have there.

One thing I see as a problem is that you are missing Spectral Terror. It is the best AoE control power in the Illusion set, and provides a great deal of help (and a 15% ToHit debuff). It is perma as soon as you get it (45 sec duration, 45 sec recharge). You don't need defense if you have control, so Spectral Terror is an essential power. (I consider it to be one of the "absolute must haves" for Illusion.) You have more than enough Recharge . . . I suggest you drop Group Invis to pick up Spectral Terror. It can make do with just the default slot (Use an Acc/Fear). You can do without that extra LotG Rech. If you want, you can put a Glympse of the Abyss set in it -- 5 give a 6.25% recharge if you haven't maxed out on those yet.

I would also move a few things around. Leveling up, you are going to want Phantom Army immediately at level 18. Move Enervating Field to after Stamina, as it is a bit of an endurance hog. I like Hasten much earlier, as close to Phantom Army as I can. That may move Flash, EF and LR back some . . . . but take Spectral Terror at 26, it is a key power.

The strength of Ill/Rad is distraction and single-target damage. Ice Storm puts out decent AoE damage, but Illusion doesn't have an AoE Immobilize to keep the foes in its area of effect. They often run out, which substantially weakens its benefit. It can be effective, but other, faster and up-front damage powers may be more effective. That is one of several reasons I chose the Fire APP for my perma PA -- Fireball is fast, and Fire Blast does a little more damage than Ice Blast.

If you are building for Defense, you are going to want to find more slots for Frozen Armor. I have never built my Illusionists for Defense, as I like to build for Control more.


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

 

Posted

Thank you for your comment.

I know it will be expensive. But after some alts where I went the middle road, I just want to invest something in a toon that will give me some time to play with

The level of the powers don´t matter much when I want to see what is possible in mids. For a leveling build you are right! I would put hasten even near AM since it´s a combination I live with for some years now.

Got rid of Group invis for Spectral terror. The Global recharge is still good.
The Idea behind ice storm is (other than my love to ice and hatred for fire), that with LR out, they should run very slowly out of the killzone. My main problem would be the knockback from the pets. Have to see if it will be annoying or something i can live with.

I´m aiming at a lvl 33 build with much efficiency. So, purple sets are the best way for high bonuses with high utility. (the LOTG´s will be lvl 25, have them already).

Again, thank you for the input!


 

Posted

Quote:
Originally Posted by Nuclear Girl View Post
Got rid of Group invis for Spectral terror. The Global recharge is still good.
The Idea behind ice storm is (other than my love to ice and hatred for fire), that with LR out, they should run very slowly out of the killzone. My main problem would be the knockback from the pets. Have to see if it will be annoying or something i can live with.
A small correction: the only pet with Knockback is Phantasm. Phantom Army do not have knockback. Phantasm's Decoy does not have knockback, either. I only mention it because somebody complaining about the knockback in Phantom Army resulted in a big argument on the boards a while ago.

Going with the Ice APP set is fine . . . I would say that it is my second choice after Fire. Ice is the only set with two AoE damage powers. Ice Blast is quick and good damage. Hibernate is a great "panic button" power, and the Ice Shield is Defense based, making it better, but it is not as ugly as Stone Armor. (I actually use the Ice APP on most of my */Storm controllers, including my Ill/Storm.) A lot of people pick the Psi APP set for Indomidible Will's mez protection, and that's a valid choice, too.


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

 

Posted

Thanks for the information, finally have my ill/rad up and running again, 350 million influ later, but lacking a few big ticket enhancements still. No Luck of the Gamblers yet.


 

Posted

Quote:
Originally Posted by JusticeValkyre View Post
Thanks for the information, finally have my ill/rad up and running again, 350 million influ later, but lacking a few big ticket enhancements still. No Luck of the Gamblers yet.
If you are tight on Influence, try running a bunch of Task Forces for merits. If you are playing solo, go for story arcs that give merits. That's how I got almost all of mine. The marketeers have an ongoing debate on whether you should do random rolls or save up to buy the specific enhancements you need. I bought the ones I needed for my Ill/Rad, but I had a bunch of characters contributing merits to the cause. I'm working on a couple of other characters now, and I'm trying the random roll method because there is a larger variety of recipes I need.

Then you can do AE missions for Tickets to purchase the more expensive salvage to make those recipes.

I just did a Synapse last night. I was lucky enough to put together a very good team with 1 Tank, 2 Scrappers, 1 Blaster, 1 Peacebringer 2 Rad Defenders and 1 Emp Defender. We were able to complete the TF in under two hours and earned 60 merits (58 for the TF, 2 for defeating Babbage). If you run your own TFs, you can start them whenever you want.


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

 

Posted

I know this is unrelated to the thread, but could you explain how the merit system works? I have been away from the game pretty much since issue 7. Havent really gotten a good explanation on the merit system.


 

Posted

Quote:
Originally Posted by JusticeValkyre View Post
I know this is unrelated to the thread, but could you explain how the merit system works? I have been away from the game pretty much since issue 7. Havent really gotten a good explanation on the merit system.
Most of what you need to know can be found in Paragonwiki HERE. Merits are another form of currency that you earn through mission story arcs and Task Forces, mostly. The best use of them is either buying specific recipes you need, usually Rare recipes, or using Random Rolls to see what you get. Merits replaced the Random Rolls you got as a reward at the end of a TF. Merits are mostly better, because you can get a bunch of random rolls, where you used to only get one.

For example, I just did a Sara Moore TF (in the Shard). I got 65 merits for completing the TF. Under the old system, I would have gotten one random recipe. Now I can choose to use those merits towards a recipe I really want that could cost 60, 120 or even 250 merits, or I can choose to take three Random Rolls (for 20 merits each), with a chance to get any of the recipes in the pool. If I'm lucky, I can get a recipe that I otherwise would have had to buy with over 200 merits for just 20. (I wasn't very lucky this time.)


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

 

Posted

I have a question about the leveling build, what do the numbers and letters in parenthesis after the name of an enhancment for ?

as shown here in parenthesis after the orange text showing the numbers and letters
]
Hero Profile:
Level 1: Blind -- Acc(A), RechRdx(3), Hold(11)
Level 1: Radiant Aura -- Heal(A), Heal(9)
Level 2: Spectral Wounds -- Acc(A), Dmg(3), Dmg(5), Dmg(5)
Level 4: Deceive -- Acc(A), Conf(11)
Level 6: Accelerate Metabolism -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Superior Invisibility -- EndRdx(A), EndRdx(9)
Level 10: Radiation Infection -- ToHitDeb(A), EndRdx(13)
Level 12: Air Superiority -- Acc(A), Acc(13)


 

Posted

Quote:
Originally Posted by sevenshade View Post
I have a question about the leveling build, what do the numbers and letters in parenthesis after the name of an enhancment for ?

as shown here in parenthesis after the orange text showing the numbers and letters
]
Hero Profile:
Level 1: Blind -- Acc(A), RechRdx(3), Hold(11)
Level 1: Radiant Aura -- Heal(A), Heal(9)
Level 2: Spectral Wounds -- Acc(A), Dmg(3), Dmg(5), Dmg(5)
Level 4: Deceive -- Acc(A), Conf(11)
Level 6: Accelerate Metabolism -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Superior Invisibility -- EndRdx(A), EndRdx(9)
Level 10: Radiation Infection -- ToHitDeb(A), EndRdx(13)
Level 12: Air Superiority -- Acc(A), Acc(13)
Mid's shows the level the slot was added that way. The first slot in a power is shown as (A) and additional slots show the level it was chosen at... (3) means that was a slot chosen at level 3, (5) means a slot chosen at level 5 and so on.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Local_Man View Post
Thanks for the kind words.

Good question -- I haven't tested that. I would imagine that a confuse cast by a confused foe would have the same effect as if you had cast it, but it might be worth testing. There are very few confuse powers blue side in PvE, so I haven't run into it much.
Skimming though while working on updating my Ill/Rad build and spotted this ...

And the answer is yes, during Positron my Ill/TA confused Cortex who promptly turned and confused one of his minions and they began a mutual beatdown.

EDIT: Should have read a couple more posts ...


 

Posted

Quote:
Originally Posted by JusticeValkyre View Post
Thanks for the information, finally have my ill/rad up and running again, 350 million influ later, but lacking a few big ticket enhancements still. No Luck of the Gamblers yet.
Just a quick little note for those of you trying to get those expensive recipes. I-18 brought the option of using Hero Merits to get those recipes, but it takes two Hero merits per LotG Recharge IO. Still, if you plan right and fit in Tip Missions as often as you can, you can save up the LotG Recharge IOs for when you can slot them. It is cheaper to earn them than to buy them.

If you think of Hero Merits to be worth about 100 regular merits each, the LotG Recharge is cheaper with Hero Merits than regular merits.


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

 

Posted

This guide is quite probably th best i've come accross for many reasons, not the least of which is that you are still answering posts and supporting it.

Thank you.

I started a Ill/Rad based on this thread, and I love it. I have a question though, Since I love Ninja Run, and would like to combine that with hurdle for my basic movement, it frees up a couple of powers, namely air superiority and fly. What can I add back in to take the place for the enhancements I need for zero down time with PA?


 

Posted

Quote:
Originally Posted by gronga View Post
This guide is quite probably th best i've come accross for many reasons, not the least of which is that you are still answering posts and supporting it.

Thank you.

I started a Ill/Rad based on this thread, and I love it. I have a question though, Since I love Ninja Run, and would like to combine that with hurdle for my basic movement, it frees up a couple of powers, namely air superiority and fly. What can I add back in to take the place for the enhancements I need for zero down time with PA?
What does your build currently look like (or is planned to look like)?
If you don't currently have 5 LotG +7.5% those are generally going to be the fastest route using the least slots to add recharge to any build.


 

Posted

Actually, my Perma PA build only has three LotG Recharge IOs in it. I was able to get enough recharge to avoid having to fit in five.

You need three spots for those, or maybe more depending upon your build. I used Hover, Superior Invis and Combat Jumping. You can use a variety of other powers, from Maneuvers to Group Invis to the Invisibility pool to Weave from the Fighting Pool or any of the Defense-based Shields from APP or Patron sets.

My problem is that I don't like to take worthless powers. My only concession to taking a power as a slot mule was Combat Jumping . . . and that has some utility as Immobilization protection and uses almost no endurance.

With Ill/Rad, I find having Hover/Fly is pretty nice. I can stay out of melee comfortably. And since Hover was needed for a LotG Recharge, it worked out quite nicely. Taking any other travel power (other than Super Jump) means having to figure out how to fit in another place for a LotG Recharge.

With I-19 coming up, I have been thinking about which powers to add to my build. Frankly, there are a lot of options. I could go with Leadership, which is very tempting. But the two powers I have always wanted to add to the build but could not fit in are Recall Friend and Mutation, so those two are at the top of the list. As the third one, I'm debating between Assault, Group Invis (for the team), Fallout (with a single Acc, it would make a good debuff with some damage), or even a second travel power like Super Speed or Super Jump. I'm leaning towards Assault with its 15% Damage buff.


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

 

Posted

Someone told me a few days ago that local might have a fire/rad corr build. I'm using the ill/rad/ice perma PA build and loving it. Do you have anything for a fire/rad corr?


 

Posted

here is my new i19 ready build for ill/rad with ice epic:
decieve is slotted without the chance becaus so you can confuse a AV/hero through the pruple triangles
AM for 5% recharge and i love the effi recovery
SI slotted for 12,5% recharge with LotG and RF sets
GI as a setmule for KBProt and LotG
my normal travelpower is superjump and CJ takes a LotG too
PA for maxed out damage and recharge
spektral terror for recharge and freeing up a 6.25% setbonus
flash,empuls and bind (2 acc/dmg HO) with basilisk gaze for 7.5% recharge
phantasm for maxed damage and accuracy
ice epic as i love hibernate, ice blast and frost breath take 2 6.25% recharge sets, slow AV's or GM's, deal good damage and frozen armor takes my last LotG
there are 3 open IO-slots for when fitness gets inherent: numina and miracle uniques in health paired with a miracle heal IO and 2 EndmodIOs in stamina
these build should allow me soloing AVs and GMs more quickly and even middle of a fight i can turn on frozen amor for when i forget recasting PA
this build is special for perma PA/AM/Haste builds because it only relies on the second cheapest pruple set for getting 221.25% global recharge


Hero Plan by Mids' Hero Designer 1,81
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(21), HO:Nucle(25), HO:Nucle(34)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal(13), Dct'dW-Rchg(13), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(36)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Build%(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(36), Apoc-Dam%(46)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(37)
Level 6: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(37), CoPers-Conf/EndRdx(37)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def(11), RedFtn-EndRdx(15), RedFtn-Def/EndRdx(15), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx/Rchg(25)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(17)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Super Jump -- Winter-ResSlow(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(31), S'bndAl-Build%(31), S'bndAl-Dmg/Rchg(31)
Level 20: Enervating Field -- EndRdx-I(A), EndRdx-I(40)
Level 22: Radiation Infection -- HO:Enzym(A), HO:Enzym(23), HO:Enzym(23), Empty(40)
Level 24: Lingering Radiation -- Acc-I(A), Acc-I(46)
Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(27), U'spkT-Acc/EndRdx(27), U'spkT-Fear/Rng(40), U'spkT-Acc/Fear/Rchg(43)
Level 28: Mutation -- RechRdx-I(A)
Level 30: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(45)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), C'Arms-Acc/Dmg(34), C'Arms-Acc/Dmg/Rchg(34)
Level 35: Hover -- LkGmblr-Rchg+(A)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(39), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 41: Ice 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: Hibernate -- RechRdx-I(A)
Level 47: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 14,5% DamageBuff(Smashing)
  • 14,5% DamageBuff(Lethal)
  • 14,5% DamageBuff(Fire)
  • 14,5% DamageBuff(Cold)
  • 14,5% DamageBuff(Energy)
  • 14,5% DamageBuff(Negative)
  • 14,5% DamageBuff(Toxic)
  • 14,5% DamageBuff(Psionic)
  • 7,5% Defense(Energy)
  • 7,5% Defense(Negative)
  • 3,75% Defense(Ranged)
  • 4,5% Max End
  • 2,2% Enhancement(Terrorized)
  • 4% Enhancement(Confused)
  • 121,25% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 9% Enhancement(Accuracy)
  • 34,34 HP (3,376%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 12,7%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 7,2%
  • 16,5% (0,276 End/sec) Recovery
  • 36% (1,529 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 4,095% Resistance(Fire)
  • 4,095% Resistance(Cold)
  • 2,5% Resistance(Negative)
  • 1,5% XPDebtProtection



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Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3

 

Posted

Quote:
Originally Posted by LiveNit View Post
Someone told me a few days ago that local might have a fire/rad corr build. I'm using the ill/rad/ice perma PA build and loving it. Do you have anything for a fire/rad corr?
Sorry. I'm working on a Fire/Dark Corruptor, but have not done a Fire/Rad Corruptor yet. I have so many */Rad controllers that I don't really feel a strong desire to level up a */Rad Corruptor.

As for the changes coming in I-19, I plan on making a few changes in the guide once I have tried it out, and once Mid's has an official version with the I-19 changes in effect. Until then, it is really speculation. Granted, we have a pretty good idea of what it will be like, but still speculation.


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

 

Posted

Local, I was 100% in agreement with your guide until I found a section where your guide turned into personal opinion rather than "good advice". I am speaking of the whole deceive argument which seems to be saying "Play Deceive how YOU want to play Deceive, screw the team". I would just like to see that part tweaked just a little in an effort to keep the peace on teams.

With all respect intended, I certainly am not meaning to be critical of your effort or opinion. I would love to point members of my sg to this guide, as we were just talking about this concept the other day. Frankly, the only issue that I have with the Deceive argument included in this guide is that I will have to re-debate reality versus an opinion after with sg members read it.

Allow me to show you what I mean:

Sample statements from the guide, (trying to maintain the context in which it was stated).

Quote:
Originally Posted by Local_Man View Post
I am a big fan and strong advocate of Deceive. There have been heated debates about Deceive on the Boards, and I have often participated.

...The debate over Deceive and Confuse has been going on as long as I have been reading these forums: Someone complains that he or she was kicked off a team or was criticized because a Mind controller used Confuse or an Illusion Controller used Deceive. (Recently, the same debate has come up for Plant Controllers and Seeds of Confusion.) Someone gives a sample build that excludes Deceive because the person doesn't like the XP loss. Someone else then responds, saying that Deceive actually increases XP rather than decreasing it, so the person critical of Deceive is clearly an ignorant buffoon who does not understand the real facts.

...I find that most people who complain about Deceive, don't fully understand how it works -- They see the description and have heard that confuse powers cause you to "lose XP," so they react to that. My opinion is that everyone should stop worrying about XP and simply look at the benefits of the power and how it fits into the player's playstyle. Is it fun? Does it provide a benefit that makes it worthwhile to take as a power? Personally, I find Deceive to be one of the most fun powers in the game.
Some teams feel strongly about XP and each team has a different tolerance for confuse effects, much like other annoying or rogue-ish powers. In general, any player who wants to choose powers with confuse, knockback, phasing, etc. is choosing a SOLO power or, at best, a very situational team power. Spamming an unwanted power or effect is asking to be kicked. It is not an opinion, it's a reality of team play that varies from team to team.

Without a doubt, solo, it is a great power and I do love it. But I happen to be one of the people who disagree with you about it's usefulness to a team. I will freely admit that if I am tanking/herding, a player casting a confuse power (from Deceive through Seeds of Confusion) will be kicked if asked to stop and doesn't. It has nothing to do with his or her opinion of the usefulness or fun of the power, it is a fact that if I play 90 minutes with someone casting Deceive I am earning less xp than if I play 90 mins without a player casting Deceive. So a player has a choice, keep Deceive from going off or goodbye.

You had said this earlier about Radiation anchors:
Quote:
Originally Posted by Local_Man View Post
Choosing your Anchor. Choosing an anchor and choosing when to cast RI, EF and LR is an important part of the strategy of Radiation. Know your team, and figure out which foes are likely to be the last to be defeated and where the debuff will do you and you team the most good.
  • Many people complain about Radiation's anchor-based debuffs because of the problem of teammates killing the "anchor." The Rad debuffs add a green glow to the target that seems to subliminally say, "Hey guys! Kill me first!" You need to understand right up front - your team WILL kill off your "anchor," and usually before you want them to. It may be frustrating - get over it, and just re-cast the debuffs on the next soon-to-be-corpse. Some people recommend setting up a bind to identify the anchor, hoping that the team will pay attention. I have done that in the past, and don't bother anymore. Just re-cast.
The way I play or my opinion is not the reason to make the change. In the effort to make less friction on teams, I only ask that you encourage players to not get bent out of shape if asked to stop using Deceive, much like you did in this above paragraph about Radiation anchors. I would think there should probably be something in there along these lines.

"Due to the controversy over Deceive, team tolerance for confuse effects, and a spirit of team play it is probably a good idea to consult the team before using it as it can prevent disagreements or arguments among the team."

All in all, if you make no change, I still believe you created a very thorough guide and the amount of thought and hard work you spent on this shows when reading through it. For that my hat is off to you. And thank you for at least considering my thoughts.


 

Posted

Quote:
Originally Posted by Bad_Dog View Post
Local, I was 100% in agreement with your guide until I found a section where your guide turned into personal opinion rather than "good advice". I am speaking of the whole deceive argument which seems to be saying "Play Deceive how YOU want to play Deceive, screw the team". I would just like to see that part tweaked just a little in an effort to keep the peace on teams.

With all respect intended, I certainly am not meaning to be critical of your effort or opinion. I would love to point members of my sg to this guide, as we were just talking about this concept the other day. Frankly, the only issue that I have with the Deceive argument included in this guide is that I will have to re-debate reality versus an opinion after with sg members read it.

Allow me to show you what I mean:

Sample statements from the guide, (trying to maintain the context in which it was stated).

Some teams feel strongly about XP and each team has a different tolerance for confuse effects, much like other annoying or rogue-ish powers. In general, any player who wants to choose powers with confuse, knockback, phasing, etc. is choosing a SOLO power or, at best, a very situational team power. Spamming an unwanted power or effect is asking to be kicked. It is not an opinion, it's a reality of team play that varies from team to team.

Without a doubt, solo, it is a great power and I do love it. But I happen to be one of the people who disagree with you about it's usefulness to a team. I will freely admit that if I am tanking/herding, a player casting a confuse power (from Deceive through Seeds of Confusion) will be kicked if asked to stop and doesn't. It has nothing to do with his or her opinion of the usefulness or fun of the power, it is a fact that if I play 90 minutes with someone casting Deceive I am earning less xp than if I play 90 mins without a player casting Deceive. So a player has a choice, keep Deceive from going off or goodbye.

You had said this earlier about Radiation anchors:


The way I play or my opinion is not the reason to make the change. In the effort to make less friction on teams, I only ask that you encourage players to not get bent out of shape if asked to stop using Deceive, much like you did in this above paragraph about Radiation anchors. I would think there should probably be something in there along these lines.

"Due to the controversy over Deceive, team tolerance for confuse effects, and a spirit of team play it is probably a good idea to consult the team before using it as it can prevent disagreements or arguments among the team."

All in all, if you make no change, I still believe you created a very thorough guide and the amount of thought and hard work you spent on this shows when reading through it. For that my hat is off to you. And thank you for at least considering my thoughts.
While I acknowledge there are a very small number of situations where Deceive can be counter-productive, I don't agree Deceive should not be used on teams. Properly used, Deceive should help the team gain more XP over time by (a) reducing mez powers being used on the team which can substantially slow down the team, (b) taking problem foes out of the fight and thereby reducing the damage being taken by the team, (c) getting foes who may have wandered off or who may be running away to return to the area where his buddies are getting clobbered -- so that nobody has to chase them, (d) turning aggro away from squishier teammates, and (e) letting your team get a little bit of bonus XP that they did not earn while completing missions faster.

I advocate adjusting the way you use powers to the playstyle of the team, but I don't agree with not using one of your best powers when teammates don't understand how useful it is. If somebody tells me, "No pets right now {for some good reason}," then I'm fine with that. But if somebody says for me to not use Phantasm because of his knockback before they have seen how I use him, then I have a problem with that. Unless you know that the person using Confuse powers is using them poorly, I think you make a mistake by asking him to stop using Confuse.



Let me give you a few examples of times that Deceive can be used on a team without drawing aggro of a large spawn -- all of which will help the team:
  • Against Malta, using Deceive against Sappers -- your team will kill faster if they actually have endurance.
  • On the ITF, using Deceive against the Surgeons - thereby stopping them from healing the foes (I do this one a lot).
  • Against Circle of Thorns, using Deceive against Earth Thorn Casters to stop the casting of Quicksand, or stacking Deceive on Ruin Mages to stop the casting of Earthquake and Stone Cages (Don't these slow down the team a bunch?).
  • Against Rikti, using Deceive on Guardians will prevent them from casting shields on other Rikti -- especially the drones -- letting you kill them faster (I hate it when I keep whiffing when trying to take out drones); if you do it right, those Guardians may give your team a dose of AM, too.
  • Against Devouring Earth, Deceive on a Guardian can neutralize those crystals put down by the Guardians, thereby stopping the huge Defense Debuff for all of your defense-based teammates (quite common today).
  • Against Crey, Deceive can prevent Paragon Protectors from doing big chunks of damage on squishier teammates.
  • Against Carnies, Deceive on Illusionists can prevent them from using their controls, including the AoE hold, from holding teammates without mez protection.
  • I can go on and on . . .
If somebody is using confuse powers wrong, I agree that confuse powers can be counter-productive -- such as confusing a foe that the blaster has just tried to pull. But I feel pretty strongly that it is a huge mistake to kick people from a team for using confuse powers as long as that player knows what he or she is doing. Any loss of potential XP is so small that it really makes no difference, while the benefits of Confuse can be huge. Illusion and Mind have single target confuse powers . . . how much XP are you really missing out on? Mind has Mass Confusion as a key part of its control set . . . Do you really think that the fairly small amount of potential XP that you might miss out on is worth giving up all that control? Especially when you are likely to kill the groups faster? Plus, you have a very good chance of getting bonus XP that you didn't even earn?

Control = faster killing safely. Confuse is a form of control where the benefits far outweigh the small detriments. There are times that Knockback and even Phase powers can be used effectively -- although I personally hate phase powers -- I won't kick somebody for using them unless they are using them stupidly. And even then, I'm pretty tolerant.

I'm not an advocate of the "democracy of ignorance" on a team. Some people don't understand how good powers can be when used properly -- and I don't agree that is a basis to kick people from the team. If somebody tells me to stop using Deceive, I quickly explain that if they read the relevant guides on the forums, they will see how Confuse can be used smartly to increase XP over time, and I know how to use it smartly. If they still want to kick me (which hasn't happened in a long time), then I'm happy to make a note of a person I won't team with again and move on.

A Plant Controller that lines up a large group and hits them with Seeds of Confusion and Roots will guaranty that your team will not miss out on hardly any potential XP because Roots is doing damage to the group -- and the group is completely controlled and "rooted" in place for nice, juicy AoE attacks to wipe them out quickly. If you try to tell my Plant/Kin that she can't use Seeds+Roots to set up a nice tight group for Fulcrum Shift . . . and I'll go find another team who appreciates my controls and buffs.

*/Storm controllers run into the same problem . . . there have been a lot of not-very-good players who turn */Storm into a chaos machine that create problems for the team. So, I have run into a number of players who think that all Stormies are bad for a melee team. But a well-played Stormie is a huge boost for the team. Just limit the knockback to the right times, and Storm can be awesome on a team. I have several times had folks in PUGs send me a tell that they had never seen Storm played well before . . .


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

 

Posted

Quote:
I advocate adjusting the way you use powers to the playstyle of the team, but I don't agree with not using one of your best powers when teammates don't understand how useful it is. If somebody tells me, "No pets right now {for some good reason}," then I'm fine with that. But if somebody says for me to not use Phantasm because of his knockback before they have seen how I use him, then I have a problem with that. Unless you know that the person using Confuse powers is using them poorly, I think you make a mistake by asking him to stop using Confuse.
I don't think you and I are completely at odds on this issue other than if the team functions fine without an effect and doesn't want it, then don't force it. When tanking, it is one of my many pet peeves - I hate chasing confused enemies one after another because taunt will not work on them and so-and-so thinks its helping. There are indeed players that know exactly when certain powers work perfectly, and those players also know when NOT to use effects like confuse. I do indeed give players who have the sense of "use it here" and "don't use it here" free reign. If Deceive is not disrupting the team or what I am doing and not overused to the point where I believe we are losing xp per hour, then all is indeed well and no problems. But if it crosses the line, regardless of whether it's a players best power or not, it just is not worth the friction for them to stand their ground with a team. When it is all said and done, if a team was fine before that player joined, they don't need that player to continue.

Asking a player not to use a power has little to do with "understanding how useful a power is", it is more about everyone enjoying the game together without forcing unwelcomed effects on the others. I'm sure someone could make a convincing case for the benefits of Tornado, but if I'm tanking and just herded up a decent size mob and I see Tornado tear through it flinging bodies all over the map, I'll blow my stack. I could care less what that players reasoning is on the benefits of Tornado, it's a deal breaker. Fit into the team or go. In my case, it's not being a dictator or out of being mean spirited, its fitting into a regular team without disprupting what we already do and the flow we already have.

I'm not saying no one should ever use Deceive, but "IF" asked to stop a player should do so. That's all I was hoping to see in the guide, not to change your opinion.


 

Posted

Quote:
Originally Posted by Bad_Dog View Post
I don't think you and I are completely at odds on this issue other than if the team functions fine without an effect and doesn't want it, then don't force it. When tanking, it is one of my many pet peeves - I hate chasing confused enemies one after another because taunt will not work on them and so-and-so thinks its helping. There are indeed players that know exactly when certain powers work perfectly, and those players also know when NOT to use effects like confuse. I do indeed give players who have the sense of "use it here" and "don't use it here" free reign. If Deceive is not disrupting the team or what I am doing and not overused to the point where I believe we are losing xp per hour, then all is indeed well and no problems. But if it crosses the line, regardless of whether it's a players best power or not, it just is not worth the friction for them to stand their ground with a team. When it is all said and done, if a team was fine before that player joined, they don't need that player to continue.

Asking a player not to use a power has little to do with "understanding how useful a power is", it is more about everyone enjoying the game together without forcing unwelcomed effects on the others. I'm sure someone could make a convincing case for the benefits of Tornado, but if I'm tanking and just herded up a decent size mob and I see Tornado tear through it flinging bodies all over the map, I'll blow my stack. I could care less what that players reasoning is on the benefits of Tornado, it's a deal breaker. Fit into the team or go. In my case, it's not being a dictator or out of being mean spirited, its fitting into a regular team without disprupting what we already do and the flow we already have.

I'm not saying no one should ever use Deceive, but "IF" asked to stop a player should do so. That's all I was hoping to see in the guide, not to change your opinion.
Communications is the key. My view is that if a teammate is using a power in a way that it creates a problem, I try to explain the problem rather than tell the guy, "Don't use that power!" Sometimes I ask (nicely) if I can make a suggestion -- if you use it this way rather than that way, it will help the team. Every once in a while, the guy is a bit of a jerk and won't take suggestions -- and that's usually a guy I won't team with again. I have even had people do the same with me -- I have even learned a few things from them.

I recall when a buddy of mine decided to pick up one of the Phase powers on a character. This was a guy that I team with regularly, so we were all on voice chat. I was on a scrapper, I think, or maybe one of my Tanks. I pick a target and begin to pound away when I realize I'm accomplishing nothing. Grrr. I explain to my buddy that in the heat of battle, it is hard to notice the minimal effects of a phased foe. So, we worked out a system for him to pick out a particular foe who might be a problem, and announce to everyone which foe he is phasing so we know to look for the FX. While I still am not crazy about phasing powers, this was a fair compromise that seemed to work well and still let him use his power. (He eventually gave up on the power.)

If you are playing a tank and don't want to chase after the confused guy, tell the Illusion Controller that he's responsible for chasing down any confused guys who run off. He should be able to use Blind-SW to take that foe down on his own. And if the 'troller is still working on that guy when the rest of the team is done, you can either help him out or move on to the next group.

I find that usually when a "team" doesn't want someone to use a particular power, it is really one or maybe two guys on the team who care, while everyone else doen't really care. If the conflicts can be resolved, then everyone can have fun. Frankly, I have always found Deceive to be one of my favorite powers in the Illusion set, and I would rather not be on a team where I was told or even asked not to use it. I'm willing to adjust my use to some degree for team harmony, but I won't agree to stop using one of my best powers.

I try to put this in terms of what "I" would do. Some folks aren't all that fond of Deceive and would be perfectly willing to give it up for team unity. Some folks will do whatever the team wants. That's fine, since everything is influenced by personal playstyle and team make-up.

I was on an STF last night with an amazing team. 1 Shield tank, 1 Cold/DP Defender, 1 Fire/Rad Corrupter, 2 Ill/Rad controllers (me and my buddy), 1 Ill/Storm controller, 1 Scrapper and 1 Necro/FF MM. I think 6 of us were experienced players who had run the TF a bunch of times. Everybody was softcapped during the entire TF, and we did the run (with a PUG) in just over an hour. I didn't use Deceive much because it wasn't needed. Every now and then, I used Deceive to bring a straggler into our zone of death, but that was its main use.

On a large, fast moving team, Deceive has fewer good uses. It still is not wasted any more than a single target hold is wasted, but that kind of team doesn't need its special benefits nearly as much. On the other side, there is a much lower chance of missing out on any potential XP on those large, fast moving teams since everything dies quickly with almost no time for the confused foe to do much damage.


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

 

Posted

Hey Local Man, on a slightly different subject, what do you think of the new Alpha Slot info, and how will it affect your Ill/Rad builds? And how would you suggest people 'measure' the potential effectiveness of the Alpha Slot enhancements on these powersets? Better to slot for over-cap numbers, or better to slot to reach near currrent ED-caps and diversify abilities/pick up new powers?


Arc #6015 - Coming Unglued

"A good n00b-sauce is based on a good n00b-roux." - The Masque

 

Posted

Quote:
Originally Posted by galadiman View Post
Hey Local Man, on a slightly different subject, what do you think of the new Alpha Slot info, and how will it affect your Ill/Rad builds? And how would you suggest people 'measure' the potential effectiveness of the Alpha Slot enhancements on these powersets? Better to slot for over-cap numbers, or better to slot to reach near currrent ED-caps and diversify abilities/pick up new powers?
There is still a lot to digest there. I'm fairly sure I'll go with the "Spiritual" route for the Recharge and Heal buffs. Since Recharge has a lessening effect the more you get, I suspect that I may reduce some of my Recharge from one or two sets. I'm thinking that I might reduce the number of slots in Spectral Terror to use them in other places. My build has always been tight on slots, and that will provide some opportunities to fix that. There is always the option to try to replace some of the Recharge for Defense . . . but with the boost in healing, I'm not sure how important that will be.

I'm more of a "wait-n-see" kind of person that a "wildly speculate" kind of person. Once the Mid's revisions are done, it will be fun to play around with the various options. I'm definitely saving my second "freespec" until I get the Incarnate slot and make some decisions on changes I might want.


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