A Local Guide to Ill/Rad Controllers


Agent White

 

Posted

Once again, I have to correct you on proper use of "Teh Internetz." Measured, considered, thoughtful responses have no place here! Wild Speculation is required to Win! Reactionary Panic and DOOOOOMM!! is the only way to go!



Seriously, thanks, recharge was my first thought as well...(Actually, it works for almost every character anyway!). I'll be looking forward to your future comments after things 'simmah down'.


Arc #6015 - Coming Unglued

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

 

Posted

Local man please enlighten me, it was my impression that only 5 of any recharge was allowed.

That is 5 x 7.5% maximum.

All the builds you have posted (that I can see) have a combination yielding 6 or 7 x 7.5% rech.

Maybe the latest update now allows more, in which case please ignore this comment


 

Posted

I'm not on my home computer at the moment, so I can't confirm whether or not the builds actually have more than (5) 7.5% Rech in them, but I'm guessing that they come from set bonuses in addition to the LotG's. If that is truly the case, then yes, there is much being wasted here. The golbal bonus of 5 has not changed.


Topher Wade lvl 50 Claws/Regen
The Crimson Heroes Society SG
Chaos Faction VG

Official Naturalized Citizen of Justice since 2007

 

Posted

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Rhyan 23-11-2010: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Blind

  • (A) Decimation - Accuracy/Damage
  • (3) Decimation - Chance of Build Up
  • (3) Decimation - Damage/Endurance
  • (43) Decimation - Damage/Recharge
  • (50) Decimation - Accuracy/Endurance/Recharge
Level 1: Radiant Aura
  • (A) Miracle - Heal
  • (31) Miracle - Heal/Recharge
  • (34) Miracle - Heal/Endurance
Level 2: Spectral Wounds
  • (A) Decimation - Accuracy/Damage
  • (34) Decimation - Damage/Endurance
  • (37) Decimation - Damage/Recharge
  • (40) Decimation - Accuracy/Endurance/Recharge
  • (42) Decimation - Accuracy/Damage/Recharge
Level 4: Deceive
  • (A) Coercive Persuasion - Contagious Confusion
  • (5) Coercive Persuasion - Confused/Endurance
  • (5) Coercive Persuasion - Accuracy/Confused/Recharge
  • (13) Coercive Persuasion - Confused/Recharge
  • (15) Coercive Persuasion - Accuracy/Recharge
Level 6: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (7) Efficacy Adaptor - EndMod/Recharge
  • (7) Efficacy Adaptor - EndMod/Endurance
  • (9) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (11) Efficacy Adaptor - EndMod/Accuracy
  • (11) Efficacy Adaptor - Accuracy/Recharge
Level 8: Superior Invisibility
  • (A) Luck of the Gambler - Recharge Speed
  • (9) Red Fortune - Defense/Endurance
  • (15) Red Fortune - Defense
  • (17) Red Fortune - Defense/Recharge
  • (17) Red Fortune - Endurance
  • (19) Red Fortune - Endurance/Recharge
Level 10: Radiation Infection
  • (A) HamiO:Enzyme Exposure
  • (13) HamiO:Enzyme Exposure
  • (31) HamiO:Enzyme Exposure
Level 12: Hover
  • (A) Luck of the Gambler - Recharge Speed
Level 14: Fly
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Hurdle
  • (A) Jumping IO
Level 18: Phantom Army
  • (A) Recharge Reduction IO
  • (19) Recharge Reduction IO
  • (21) Expedient Reinforcement - Accuracy/Recharge
  • (21) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (31) Expedient Reinforcement - Damage/Endurance
  • (50) Expedient Reinforcement - Accuracy/Damage
Level 20: Health
  • (A) Miracle - Heal
  • (37) Miracle - Heal/Endurance
  • (39) Miracle - Heal/Recharge
Level 22: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (23) Efficacy Adaptor - EndMod/Recharge
  • (23) Efficacy Adaptor - EndMod/Accuracy
  • (27) Efficacy Adaptor - EndMod/Endurance
  • (27) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (29) Efficacy Adaptor - Accuracy/Recharge
Level 24: Hasten
  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
  • (25) Recharge Reduction IO
Level 26: Spectral Terror
  • (A) Unspeakable Terror - Accuracy/Endurance
  • (40) Unspeakable Terror - Accuracy/Recharge
  • (40) Unspeakable Terror - Endurance/Fear
  • (42) Unspeakable Terror - Fear/Range
  • (42) Unspeakable Terror - Accuracy/Fear/Recharge
Level 28: Enervating Field
  • (A) Endurance Reduction IO
  • (29) Endurance Reduction IO
Level 30: Lingering Radiation
  • (A) Accuracy IO
Level 32: Phantasm
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (33) Expedient Reinforcement - Accuracy/Damage
  • (33) Expedient Reinforcement - Damage/Endurance
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (34) Expedient Reinforcement - Endurance/Damage/Recharge
Level 35: Flash
  • (A) Unbreakable Constraint - Accuracy/Recharge
  • (36) Unbreakable Constraint - Chance for Smashing Damage
  • (36) Unbreakable Constraint - Hold
  • (36) Unbreakable Constraint - Hold/Recharge
  • (37) Unbreakable Constraint - Accuracy/Hold/Recharge
Level 38: EM Pulse
  • (A) Lockdown - Accuracy/Hold
  • (39) Lockdown - Accuracy/Recharge
  • (39) Basilisk's Gaze - Accuracy/Hold
  • (43) Basilisk's Gaze - Recharge/Hold
  • (43) Basilisk's Gaze - Endurance/Recharge/Hold
  • (46) Basilisk's Gaze - Chance for Recharge Slow
Level 41: Hibernate
  • (A) Miracle - +Recovery
Level 44: Frozen Armor
  • (A) Luck of the Gambler - Recharge Speed
  • (45) Red Fortune - Defense
  • (45) Red Fortune - Defense/Endurance
  • (45) Red Fortune - Endurance
  • (46) Red Fortune - Defense/Recharge
  • (46) Red Fortune - Endurance/Recharge
Level 47: Ice Storm
  • (A) Positron's Blast - Accuracy/Damage
  • (48) Positron's Blast - Chance of Damage(Energy)
  • (48) Positron's Blast - Damage/Endurance
  • (48) Positron's Blast - Damage/Recharge
  • (50) Positron's Blast - Accuracy/Damage/Endurance
Level 49: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Containment
Level 6: Ninja Run



This is my build. It caters for an overlap so it truely is PERMA.

If the Apoc set is easy to obtain,
1. sub it in for Spec Wounds
2. remove 1 Rech from PA
3. replace with SB %BU or another socket in fly to boost flight speed (set bonus is ok too)


 

Posted

the LotG +rech is an global IO bonus which doesnt count to the 7.5% from sets like basilisks gaze becaus that are set boni
it doenst exceed the rule of 5 because they are different boni

EDIT: in your build PA isnt overlaping (only AM and hasten)

here is my build with overlaping all 3(numina and miracle unique in health; 2 endmodIOs and performance shifter +end in stamina):

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)
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
------------


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

Edit: After looking it up in paragon wiki, it appears I was wrong.

From paragon wiki, http://paragonwiki.com/wiki/Rule_of_5#The_Law_of_Fives

Quote:
Castle further elaborated on the rule of five in I13 Closed Beta saying that the exclusion of more than five of the same bonuses is based on the name of the bonus and not its value. For example, a character can benefit from up to five global benefits of Luck of the Gambler: Defense/Increased Recharge Speed, which gives a global +7.5% bonus to Recharge Rate, as well as up to five set bonuses of +7.5% Recharge. That's because the first bonus is named "Luck of the Gambler: Recharge Speed" while the second is "Huge Recharge Bonus".


Topher Wade lvl 50 Claws/Regen
The Crimson Heroes Society SG
Chaos Faction VG

Official Naturalized Citizen of Justice since 2007

 

Posted

Quote:
Originally Posted by zoggster View Post
Local man please enlighten me, it was my impression that only 5 of any recharge was allowed.

That is 5 x 7.5% maximum.

All the builds you have posted (that I can see) have a combination yielding 6 or 7 x 7.5% rech.

Maybe the latest update now allows more, in which case please ignore this comment
As the others have hinted, the "Rule of 5" applies differently to set bonuses vs. individual IO bonuses, all based upon the "name" of the bonus. A Luck of the Gambler 7.5% Recharge does NOT count as one of the five "7.5% Recharge" bonuses you get from sets like Basilisk's Gaze. So you can actually have five "7.5% Recharge" bonuses from sets, and five "Luck of the Gambler 7.5% Recharge" IOs in the same build with all of them adding to your Global Recharge.

And if you wanted to do it that way, you could have Basilisk's Gaze in Blind, Flash and EM Pulse, plus Kinetic Crash in the Primal APP's Blast and Torrent, and then try to fit in five LotG Recharges (SI, GI, CJ, Hover and, uh, Stealth?)


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:
Originally Posted by Local_Man View Post
....you could have Basilisk's Gaze in Blind, Flash and EM Pulse, plus Kinetic Crash in the Primal APP's Blast and Torrent, and then try to fit in five LotG Recharges (SI, GI, CJ, Hover and, uh, Stealth?)
That's a whole lotta recharge.


Topher Wade lvl 50 Claws/Regen
The Crimson Heroes Society SG
Chaos Faction VG

Official Naturalized Citizen of Justice since 2007

 

Posted

Quote:
Originally Posted by Local_Man View Post
As the others have hinted, the "Rule of 5" applies differently to set bonuses vs. individual IO bonuses, all based upon the "name" of the bonus. A Luck of the Gambler 7.5% Recharge does NOT count as one of the five "7.5% Recharge" bonuses you get from sets like Basilisk's Gaze. So you can actually have five "7.5% Recharge" bonuses from sets, and five "Luck of the Gambler 7.5% Recharge" IOs in the same build with all of them adding to your Global Recharge.

And if you wanted to do it that way, you could have Basilisk's Gaze in Blind, Flash and EM Pulse, plus Kinetic Crash in the Primal APP's Blast and Torrent, and then try to fit in five LotG Recharges (SI, GI, CJ, Hover and, uh, Stealth?)
thankyou so much, I really appreciate all this effort


 

Posted

Quote:
Originally Posted by Bohmfalk View Post
That's a whole lotta recharge.
Just to see, I did the build . . . but I'm not using the I-19 version of Mids, so after I-19, I could fit in one more LotG Recharge in Stealth (as a mule . . . but I'm not fond of power pics as mules). Even without the last LotG, it is up to 216% Recharge. So here it is . . .

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Perma PA build with Fire APP: Level 50 Mutation Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-Rchg/Hold(17), HO:Nucle(27), Dmg-I(31)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(34), Dct'dW-Rchg(34), Dct'dW-Heal/EndRdx/Rchg(50)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Build%(5), Decim-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(50)
Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(7), CoPers-Conf/EndRdx(31), CoPers-Conf%(37)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(46)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(9), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(40), RedFtn-EndRdx(46)
Level 10: Radiation Infection -- HO:Enzym(A), HO:Enzym(13), HO:Enzym(15)
Level 12: Hover -- Krma-ResKB(A), LkGmblr-Rchg+(13)
Level 14: Fly -- Flight-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Phantom Army -- S'bndAl-Build%(A), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(23)
Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29), Numna-Heal(43)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(25)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-Stun%(27), U'spkT-EndRdx/Fear(48), U'spkT-Fear/Rng(48), U'spkT-Acc/Fear/Rchg(48)
Level 28: Enervating Field -- EndRdx-I(A), EndRdx-I(29)
Level 30: Lingering Radiation -- Acc-I(A)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), BldM'dt-Acc/Dmg(37)
Level 35: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36), G'Wdw-Acc/Hold/Rchg(40)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Power Blast -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(42), KinCrsh-Rchg/KB(42), KinCrsh-Rechg/EndRdx(42), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(43)
Level 44: Energy Torrent -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(45), KinCrsh-Rchg/KB(45), KinCrsh-Rechg/EndRdx(45), KinCrsh-Dmg/EndRdx/KB(46), KinCrsh-Acc/Dmg/KB(50)
Level 47: Group Invisibility -- LkGmblr-Rchg+(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run


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 guess the real main question I should ask is that is leadership stamina heavy at all? I already have enough issues trying to use superior invis and rad espically in teams.


 

Posted

Quote:
Originally Posted by Angelofvalor View Post
I guess the real main question I should ask is that is leadership stamina heavy at all? I already have enough issues trying to use superior invis and rad espically in teams.
The best place to get answers to questions like this is the City of Data site, which is part of CoHTitan's Red Tomax Guides. Mid's Builder should also have the numbers.

It shows the endurance cost of all three leadership toggles to be 0.195 per HALF second, or 0.390 per second. Compare that to Superior Invis and Enervating Field, both of which are 1.04 per second, and Radiation Infection which is 0.52 per second. With slotting capped EndRdx, you can cut that in half, but at one slot, you are only cutting out about a quarter of the endurance cost. Add them up, and it can use up a lot of endurance.


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've decided to invest in my Ill/Rad and make him my new 'Main' as he would do well in any team. I'm sure my planned build could use quite a lot of tweaking so any input would be greatly appreciated before I start spending the billions on the build. Of course my primary goal is Perma PA. Anything after that is just extra goodness.

Oh, and this isn't a leveling build so please ignore the levels that powers are taken and slotted.

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Spectral Wounds

  • (A) Apocalypse - Damage
  • (3) Apocalypse - Damage/Recharge
  • (3) Apocalypse - Accuracy/Damage/Recharge
  • (5) Apocalypse - Accuracy/Recharge
  • (7) Apocalypse - Damage/Endurance
Level 1: Radiant Aura
  • (A) Doctored Wounds - Heal/Endurance
  • (15) Doctored Wounds - Endurance/Recharge
  • (17) Doctored Wounds - Heal/Recharge
  • (17) Doctored Wounds - Heal
  • (21) Doctored Wounds - Recharge
Level 2: Blind
  • (A) Unbreakable Constraint - Hold
  • (39) Unbreakable Constraint - Hold/Recharge
  • (40) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (40) Unbreakable Constraint - Accuracy/Recharge
  • (40) Unbreakable Constraint - Endurance/Hold
Level 4: Deceive
  • (A) Coercive Persuasion - Confused/Recharge
  • (5) Coercive Persuasion - Accuracy/Confused/Recharge
  • (7) Coercive Persuasion - Accuracy/Recharge
  • (9) Coercive Persuasion - Confused/Endurance
  • (9) Coercive Persuasion - Contagious Confusion
Level 6: Flash
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (42) Basilisk's Gaze - Accuracy/Recharge
  • (42) Basilisk's Gaze - Recharge/Hold
  • (42) Basilisk's Gaze - Endurance/Recharge/Hold
  • (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 8: Superior Invisibility
  • (A) Red Fortune - Defense/Endurance
  • (11) Red Fortune - Endurance/Recharge
  • (11) Red Fortune - Defense/Endurance/Recharge
  • (13) Red Fortune - Defense
  • (13) Red Fortune - Endurance
  • (15) Luck of the Gambler - Recharge Speed
Level 10: Radiation Infection
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (23) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (23) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (25) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 12: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (25) Efficacy Adaptor - EndMod/Recharge
  • (31) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (31) Efficacy Adaptor - Accuracy/Recharge
  • (31) Efficacy Adaptor - EndMod/Accuracy
  • (33) Efficacy Adaptor - EndMod/Endurance
Level 14: Enervating Field
  • (A) Endurance Reduction IO
  • (33) Endurance Reduction IO
Level 16: Mutation
  • (A) Endurance Modification IO
Level 18: Phantom Army
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (19) Expedient Reinforcement - Accuracy/Damage
  • (19) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (21) Expedient Reinforcement - Endurance/Damage/Recharge
Level 20: Air Superiority
  • (A) Hecatomb - Damage
  • (34) Hecatomb - Damage/Recharge
  • (34) Hecatomb - Accuracy/Damage/Recharge
  • (37) Hecatomb - Accuracy/Recharge
  • (37) Hecatomb - Damage/Endurance
Level 22: Hover
  • (A) Karma - Knockback Protection
  • (34) Luck of the Gambler - Recharge Speed
Level 24: Lingering Radiation
  • (A) Accuracy IO
Level 26: Spectral Terror
  • (A) Glimpse of the Abyss - Accuracy/Recharge
  • (27) Glimpse of the Abyss - Endurance/Fear
  • (27) Glimpse of the Abyss - Accuracy/Endurance
  • (29) Glimpse of the Abyss - Fear/Range
  • (29) Glimpse of the Abyss - Accuracy/Fear/Recharge
Level 28: Hasten
  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
Level 30: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 32: Recall Friend
  • (A) Winter's Gift - Slow Resistance (20%)
Level 35: Phantasm
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (36) Expedient Reinforcement - Accuracy/Damage
  • (36) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (36) Expedient Reinforcement - Endurance/Damage/Recharge
Level 38: Fallout
  • (A) Defense Debuff IO
Level 41: EM Pulse
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (43) Basilisk's Gaze - Accuracy/Recharge
  • (43) Basilisk's Gaze - Recharge/Hold
  • (46) Basilisk's Gaze - Endurance/Recharge/Hold
  • (46) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 44: Ice Blast
  • (A) Decimation - Accuracy/Damage
  • (45) Decimation - Damage/Endurance
  • (45) Decimation - Damage/Recharge
  • (45) Decimation - Accuracy/Endurance/Recharge
  • (46) Decimation - Chance of Build Up
Level 47: Hibernate
  • (A) Doctored Wounds - Heal/Endurance
  • (48) Doctored Wounds - Endurance/Recharge
  • (48) Doctored Wounds - Heal/Recharge
  • (48) Doctored Wounds - Heal
  • (50) Doctored Wounds - Recharge
Level 49: Frozen Armor
  • (A) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense/Endurance
  • (50) Luck of the Gambler - Defense
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (39) Miracle - +Recovery
  • (39) Regenerative Tissue - +Regeneration
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (37) Performance Shifter - EndMod
------------
Set Bonus Totals:
  • 18.5% DamageBuff(Smashing)
  • 18.5% DamageBuff(Lethal)
  • 18.5% DamageBuff(Fire)
  • 18.5% DamageBuff(Cold)
  • 18.5% DamageBuff(Energy)
  • 18.5% DamageBuff(Negative)
  • 18.5% DamageBuff(Toxic)
  • 18.5% DamageBuff(Psionic)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 2.5% Defense(Ranged)
  • 2.25% Max End
  • 39% Enhancement(Accuracy)
  • 2.75% Enhancement(Terrorized)
  • 4% Enhancement(Confused)
  • 135% Enhancement(RechargeTime)
  • 8% Enhancement(Heal)
  • 5% FlySpeed
  • 99.19 HP (9.753%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 15%
  • MezResist(Held) 15%
  • MezResist(Immobilize) 19.95%
  • MezResist(Sleep) 15%
  • MezResist(Stun) 15%
  • MezResist(Terrorized) 19.4%
  • 20% (0.334 End/sec) Recovery
  • 36% (1.529 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 8.82% Resistance(Fire)
  • 8.82% Resistance(Cold)
  • 5% RunSpeed


 

Posted

I was thinking along these lines with inherent fitness.
And use Devastations in Hurl Boulder until I can afford the Apocalypses.


Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Green Nuke: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(5)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11)
Level 2: 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 4: Deceive -- CoPers-Conf%(A), CoPers-Conf/Rchg(5), CoPers-Conf(17), CoPers-Conf/EndRdx(17), CoPers-Acc/Conf/Rchg(19)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(7), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-Acc/Rchg(23), Efficacy-EndMod/Acc(23)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(25), RedFtn-Def/Rchg(27), RedFtn-Def(27), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(29)
Level 10: Radiation Infection -- HO:Enzym(A), HO:Enzym(31), HO:Enzym(31)
Level 12: Hover -- LkGmblr-Rchg+(A), Krma-ResKB(15)
Level 14: Fly -- Flight-I(A)
Level 16: Group Invisibility -- LkGmblr-Rchg+(A)
Level 18: Phantom Army -- S'bndAl-Build%(A), S'bndAl-Dmg/Rchg(19), ExRmnt-Dmg/EndRdx(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg(34)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(39)
Level 26: Spectral Terror -- Abys-Fear/Rng(A), Abys-Acc/Fear/Rchg(37), Abys-EndRdx/Fear(37), Abys-Acc/EndRdx(39), Abys-Acc/Rchg(39)
Level 28: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(43)
Level 30: Lingering Radiation -- Acc-I(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-Acc/Dmg(40), ExRmnt-Dmg/EndRdx(40)
Level 35: Flash -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/Rchg(43), BasGaze-Rchg/Hold(45)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(48), FrcFbk-Rechg%(48)
Level 44: Seismic Smash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(46), BasGaze-EndRdx/Rchg/Hold(46)
Level 47: Hurl Boulder -- Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(50), Apoc-Acc/Rchg(50), Apoc-Dmg/EndRdx(50)
Level 49: Rock Armor -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34), Mrcl-Rcvry+(36)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(36), P'Shift-EndMod(36)
------------
Set Bonus Totals:

  • 18.5% DamageBuff(Smashing)
  • 18.5% DamageBuff(Lethal)
  • 18.5% DamageBuff(Fire)
  • 18.5% DamageBuff(Cold)
  • 18.5% DamageBuff(Energy)
  • 18.5% DamageBuff(Negative)
  • 18.5% DamageBuff(Toxic)
  • 18.5% DamageBuff(Psionic)
  • 12.5% Defense(Energy)
  • 12.5% Defense(Negative)
  • 6.25% Defense(Ranged)
  • 2.25% Max End
  • 2.75% Enhancement(Terrorized)
  • 18% Enhancement(Accuracy)
  • 141.25% Enhancement(RechargeTime)
  • 4% Enhancement(Confused)
  • 4% Enhancement(Heal)
  • 5% FlySpeed
  • 91.56 HP (9.003%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 9.95%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 7.2%
  • 18% (0.301 End/sec) Recovery
  • 54% (2.293 HP/sec) Regeneration
  • 4.095% Resistance(Fire)
  • 4.095% Resistance(Cold)
  • 5% RunSpeed



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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We don' need no stinkin' signatures!

 

Posted

Local_Man, I really want to thank you for this wonderfull thread and all the work you have put into it. I read your guide a long time ago (I feel like it was longer ago then the post date but I could be wrong) and it inspired me to build an ill/rad. Of all my toons, the ill/rad (followed closely by my earth/rad) has become the most fun toon I play. With this latest round of freespecs I have finally finished my i19 build. It takes ideas from many of the builds posted in this thread, reviews and suggestions by my buddy, Garet Jaxs, and a bit of my own quick goat thinkin' and fuses them into a rediculous beast of an ill/rad (imho, ymmv). Now, since you started me down this long road, I thought it only fitting to offer up my build for critique by the man himself.

Heres the quick and dirty stats:
Regen: 281%
Recov: 4.68
Rech: 206.3 (can be upgraded to 220% for a nominal fee i.e. purp sets in ice blast and frost breath)
S/L Def: Mids says 45.4% but in game I have 45.06%, not sure why yet and its still softcapped so no biggie.

The link is doing strange things, (missing slots, slots in wrong place) but the data chunk seems fine.

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Hold/Rchg(5), UbrkCons-Hold(5)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(7), Dct'dW-Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9)
Level 2: Radiation Infection -- HO:Enzym(A), HO:Enzym(11), HO:Enzym(11)
Level 4: Deceive -- CoPers-Conf%(A), CoPers-Conf(13), CoPers-Conf/Rchg(13), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(15)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(17), Efficacy-Acc/Rchg(19), Efficacy-EndMod/Acc(19), Efficacy-EndMod/EndRdx(21)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(23)
Level 10: Enervating Field -- EndRdx-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(25), ExRmnt-EndRdx/Dmg/Rchg(25), ExRmnt-Acc/Dmg/Rchg(27), S'bndAl-Dmg/Rchg(27)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 24: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(31), TmpRdns-Acc/EndRdx(31), TmpRdns-EndRdx/Rchg/Slow(31), TmpRdns-Acc/Dmg/Slow(33)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(33), Abys-Acc/EndRdx(33), Abys-Fear/Rng(34), Abys-Dam%(34)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36)
Level 30: Mutation -- RechRdx-I(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), S'bndAl-Dmg(37)
Level 35: Maneuvers -- LkGmblr-Rchg+(A)
Level 38: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(39), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(40)
Level 41: Ice Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Hold%(42), Dev'n-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/Rchg(43)
Level 44: Frozen Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46)
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: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- H'zdH-EndRdx(A), Mrcl-Rcvry+(37), Mrcl-Heal(40), Numna-Regen/Rcvry+(40), Numna-Heal(43)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(43), Efficacy-EndMod/Acc(46)
------------

Set Bonus Totals:

  • 16.5% DamageBuff(Smashing)
  • 16.5% DamageBuff(Lethal)
  • 16.5% DamageBuff(Fire)
  • 16.5% DamageBuff(Cold)
  • 16.5% DamageBuff(Energy)
  • 16.5% DamageBuff(Negative)
  • 16.5% DamageBuff(Toxic)
  • 16.5% DamageBuff(Psionic)
  • 6.75% Defense(Smashing)
  • 6.75% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 4.875% Defense(Melee)
  • 3% Defense(Ranged)
  • 3% Defense(AoE)
  • 0.9% Max End
  • 1.5% Enhancement(JumpSpeed)
  • 1.5% Enhancement(FlySpeed)
  • 4% Enhancement(Confused)
  • 4% Enhancement(Heal)
  • 106.25% Enhancement(RechargeTime)
  • 1.5% Enhancement(RunSpeed)
  • 42% Enhancement(Accuracy)
  • 1.5% Enhancement(JumpHeight)
  • 2.75% Enhancement(Terrorized)
  • 114.45 HP (11.25%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 9.95%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 7.2%
  • 19.5% (0.326 End/sec) Recovery
  • 64% (2.717 HP/sec) Regeneration
  • 6.615% Resistance(Fire)
  • 6.615% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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Posted

I have been a bit behind in responding to this thread. AFCU posted a very, very expensive build, but I think it can be improved, so I have made a few changes shown below.

By the way, in Health, the Regen Tissue proc provides a lot LESS regen than using the Heal IO from Numinas.

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Selrahc: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Spectral Wounds -- Apoc-Dam%(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(5), Apoc-Dmg(7)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(21)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(40), HO:Nucle(40), Dmg-I(50)
Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(5), CoPers-Acc/Rchg(7), CoPers-Conf/EndRdx(9), CoPers-Conf%(9)
Level 6: Flash -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-EndRdx/Hold(42), UbrkCons-Dam%(43)
Level 8: Superior Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(13), RedFtn-EndRdx(13), LkGmblr-Rchg+(15)
Level 10: Radiation Infection -- HO:Enzym(A), HO:Enzym(23), HO:Enzym(23)
Level 12: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(31), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(31), Efficacy-EndMod/EndRdx(33)
Level 14: Enervating Field -- EndRdx-I(A), EndRdx-I(33)
Level 16: Mutation -- RechRdx-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(46), S'bndAl-Build%(48)
Level 20: Air Superiority -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(34), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(37)
Level 22: Hover -- Krma-ResKB(A), LkGmblr-Rchg+(34)
Level 24: Lingering Radiation -- Acc-I(A)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(29)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Recall Friend -- Winter-ResSlow(A)
Level 35: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), HO:Nucle(48)
Level 38: Fallout -- Acc-I(A)
Level 41: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(46)
Level 44: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Build%(46), HO:Nucle(48)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39), Numna-Heal(39)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(25), P'Shift-EndMod(37)

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|


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

To Suspicious Pkg, again you have a very expensive build. As I explained in the Guide, I'm not fond of the Earth APP for an Ill/Rad. Hurl Boulder is just too slow, and neither Seismic Smash nor Fissure fill the right role for the Blind-SW-Blast-SW attack chain.

Also, Seismic Smash is a damage power that happens to have a Hold. Slot it for damage if you take it.


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

To Fritzdog: Thanks for the kind words about the guide. As for your build . . .

You sacrificed Damage and Control for Defense. No Spectral Wounds, No Flash, no EM Pulse. That is not a choice I prefer. Any build that skips Spectral Wounds is lacking. Flash and EM Pulse are useful control powers because, after all, you are a Controller.

I don't feel an Ill/Rad has to focus on Defense. I use the Fire Armor one slotted for Resistance on my Ill/Rad . . . and die very little. The damage I take can usually be handled by my heal.

Last night, my buddies and I did the Apex TF . . . you know, the one where everyone dies a lot? First time I ran it with no idea how it worked, we had 153 deaths, which is not unusual. The second time last night, we cut it down to 66. Only 4 of of those were mine. Several other teammates had capped defenses and died a lot more. Instead, I focus on strategies that will be effective AND keep me alive.


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 reply Local_Man I really appreciate the input. I've been running around for about a week with the build that I first posted and am already thinking about a respec to drop the Ice EPP and pick up Fire for Rise of the Phoenix.

I have noticed that I am very vunerable to being slept, held, stunned and such. How do you plug that hole? More often than not if I am to die it is due to that. I've also noticed that with Perma PA I don't need Phantasm as much and am considering using those slots elsewhere. One thing that I have found useful is to set up a 'Dismiss' macro to dismiss all of my pets at once. It is nice for when I am running solo and want to stealth a mission.


 

Posted

One of the best build I have ever made in this game and I just made my first one last year. After 5+ years of playing I could kick myself for waiting for so long to make an Ill/Rad.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Quote:
Originally Posted by _ACFU_ View Post
Thanks for the reply Local_Man I really appreciate the input. I've been running around for about a week with the build that I first posted and am already thinking about a respec to drop the Ice EPP and pick up Fire for Rise of the Phoenix.

I have noticed that I am very vunerable to being slept, held, stunned and such. How do you plug that hole? More often than not if I am to die it is due to that. I've also noticed that with Perma PA I don't need Phantasm as much and am considering using those slots elsewhere. One thing that I have found useful is to set up a 'Dismiss' macro to dismiss all of my pets at once. It is nice for when I am running solo and want to stealth a mission.
Much of dealing with mez depends on your play style. If you play aggressively and try to be "in their face" running into melee, then you are more likely to get mezzed and hit. If you play at range, using Deceive, Phantom Army, Phant's decoy and Spectral Terror a lot to avoid aggro, then the foes don't even notice you are there. In big fights, I tend to hover overhead with Invisibility on, picking off single targets until I know that PA or a teammate have the aggro of the group. Sometimes, I may use Spooky, or I may drop down and hit Flash. Then I hit them with EF and Fireball. I control before doing debuffs or damage. If any single foe looks at me funny, I Deceive him. If it is two, I Deceive one and Blind the other. If it is three or more, I fly out of range until I have something up than can handle them.

It is kind of a "chicken" playstyle, but I can't help myself or the team if I have faceplanted. I may take a little longer to kill a foe or two, but faceplanting will take far longer. With my playstyle and the Ill/Rad tools, I rarely get mezzed. A couple of Break Frees are usually enough.

It is a very different playstyle than my Fire/Rad, who is up front and in melee . . . he uses the Psi Pool's Indomidible Will.

As for Phanty . . . He is a significant source of damage (especially if he ever gets fixed). He also provides some protection for you with his knockback, his Decoy and drawing aggro himself. I like to have him fully slotted. Yes, the Release_Pets macro is helpful.

On the Fire APP: I have it for Fire Blast and Fireball. Fireball is so much fun and quite satisfying. I have and use the Fire Armor, but only with 1 slot. I seriously considered Rise of the Phoenix, and may respec into it later.


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

Now that the Fitness pool is inherent, what would you use the free power slots in the sample levelling builds for?


 

Posted

Quote:
Originally Posted by Disappearing Man View Post
Now that the Fitness pool is inherent, what would you use the free power slots in the sample levelling builds for?
I plan on updating the Guide when I can find some time. To some degree it depends on how you play. For the most part, Inherent Fitness lets you move up several powers that were moved later in the build to accomodate Fitness. Enervating Field and Lingering Radiation can be taken much earlier, which is a great thing. I took Flash earlier, too.

For those three power selections that you didn't have before, there are a fair number of options. Some people will take 3 Leadership powers for a nice boost to team and personal damage, defense and accuracy at the cost of some endurance. Some folks will want to focus on personal Defense, and take the Fighting Pool. On several characters, I have taken a second travel power. Or you can use those slots for situational and novelty powers that get used only once in a while . . .

For my Ill/Rad, I used to have the Teleport pool when I was first leveling up, and I really missed having Recall Friend. I have it back now. It makes being the team Spy much easier. And it doesn't need extra slots. And it makes a nice place for a Zephyr -Knockback.

I also like (and added) Mutation -- it is a good combat rez, and the boosts let folks with lots of toggles get those toggles on. And it doesn't need extra slots, just a Recharge. It became VERY nice to have during that Apex TF where there are lots of deaths. The combo of the Recall Friend and Mutation lets you pull teammates out of hot spots to rez them.

The last spot has a lot of options. You can take one more power from your APP set -- I seriously considered taking Rise of the Phoenix, since it is the only self-rez available to Controllers--especially after the Apex TF. On another controller I took Fallout with only the default slot. It does a decent amount of damage and provides a massive debuff -- Fallout is very situational, but fun when you can use it. (It also kind of fit that other character.) Another option is Group Invisibility -- this lets you (a) have another place to put a LotG Recharge, (b) provide invisibility to the entire team if needed or wanted, and (c) cast GI and then turn off SI to save endurance, which is great before a big fight where you expect to be using a lot of powers.

Fallout just doesn't fit my concept of this character, so I didn't really consider it. But I tried it on another character and it might fit yours, and if you play on lots of PUGs or with a suicidal friend, you may get a lot of use out of it.

I initially went with GI as the third choice on my main Ill/Rad. And it does exactly what I thought it would do. A small boost to my Recharge, an opportunity to invis the team and a way to cut down my endurance usage. But with the Spiritual Boost Alpha Slot, I really don't need the extra Recharge. I'm considering changing my Alpha Slot to Cardiac, or I may swap out GI for Rise of the Phoenix. If more upper level content is as tough as the Apex TF where everybody dies a lot, then Rise of the Phoenix becomes more appealing.


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 - Firstly, thank you very much not only for putting together such a good guide, but also for continuing to update it and respond to questions.

My main and first (and only) 50 is an Ill/Rad troller that I've played with on and off for the last 4 years. She is in need of some TLC when it comes to slotting and builds. I've always hated farming and maketeering and am hoping that with all the new post-50 game content that I can start earning more inf and merits to fully stack my toon.

I'd like to post 2 builds, first the 'as-is' build with what I have currently slotted. We can call this the 'solo/scraptroller' build. Then I have a proposed 'team' build based off of reading through this thread, that I haven't done anything other than choose powers and slots for.

The 'solo' build is a bit of a mess of unfinished plans, halfbaked ideas, and a mediocre understanding of IO slotting. Actually seeing the two next to each other shows me how shoddy and unoptimized my IOs are. Any IOs that you see worth salvaging, let me know and I'll sell the other for inf.

With the solo build I thought it better to have a more offense (higher dam, def) toon. I've currently got my alpha slot set with cardiac for the +33% damage, but with SI, Fire Shield, Tough and Weave I've occaisionally got end issues and was think of going the End Red route...I don't know its a mess!

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Topsy Turvy: Level 50 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Spectral Wounds -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(3), Dmg-I(21), RechRdx-I(27), Thundr-Dmg/Rchg(33)
Level 1: Radiant Aura -- Heal-I(A), Heal-I(5), RechRdx-I(5), RechRdx-I(34), RechRdx-I(34)
Level 2: Blind -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Hold%(7), Dmg-I(34), Acc-I(36), RechRdx-I(36)
Level 4: Radiation Infection -- EndRdx-I(A), EndRdx-I(9), ToHitDeb-I(9), ToHitDeb-I(36)
Level 6: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11), EndMod-I(37), EndMod-I(37), EndMod-I(37)
Level 8: Deceive -- Mlais-Acc/Rchg(A), Mlais-Conf/Rng(13), Mlais-Acc/Conf/Rchg(13), Mlais-Acc/EndRdx(40)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(15)
Level 12: Superior Invisibility -- DefBuff-I(A)
Level 14: Air Superiority -- Acc-I(A), Dmg-I(15), Dmg-I(17)
Level 16: Fly -- Flight-I(A), Flight-I(17), Flight(19)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(21), ExRmnt-Acc/Dmg/Rchg(27), ExRmnt-EndRdx/Dmg/Rchg(29), ExRmnt-+Res(Pets)(40)
Level 20: Kick -- Acc-I(A)
Level 22: Tough -- EndRdx-I(A), EndRdx-I(23), ResDam-I(23)
Level 24: Weave -- EndRdx-I(A), EndRdx-I(25), DefBuff-I(25)
Level 26: Spectral Terror -- Acc-I(A)
Level 28: Lingering Radiation -- Acc-I(A), Slow-I(29), Slow-I(31), TmpRdns-Acc/Dmg/Slow(42)
Level 30: Flash -- Acc-I(A), Acc-I(31), Hold-I(31), Hold-I(43)
Level 32: Phantasm -- Acc-I(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(43)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 38: EM Pulse -- Acc-I(A), Hold-I(39), Hold-I(39), Hold-I(39)
Level 41: Fire Blast -- Acc-I(A), Dmg-I(43), Dmg-I(45), Dmg-I(45), RechRdx-I(45)
Level 44: Fire Ball -- Posi-Dam%(A), Posi-Dmg/Rng(46), Posi-Dmg/EndRdx(46), Det'tn-Acc/Dmg/EndRdx(46), Det'tn-Dmg/EndRdx/Rng(48), Det'tn-Dmg/Rng(48)
Level 47: Consume -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(48), Efficacy-EndMod/Acc/Rchg(50), Efficacy-EndMod(50)
Level 49: Fire Shield -- ResDam-I(A)
------------
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:

  • 5.5% DamageBuff(Smashing)
  • 5.5% DamageBuff(Lethal)
  • 5.5% DamageBuff(Fire)
  • 5.5% DamageBuff(Cold)
  • 5.5% DamageBuff(Energy)
  • 5.5% DamageBuff(Negative)
  • 5.5% DamageBuff(Toxic)
  • 5.5% DamageBuff(Psionic)
  • 1.88% Defense(Fire)
  • 1.88% Defense(Cold)
  • 4.06% Defense(Energy)
  • 4.06% Defense(Negative)
  • 4.38% Defense(Ranged)
  • 0.94% Defense(AoE)
  • 6.25% Enhancement(RechargeTime)
  • 7% Enhancement(Accuracy)
  • 2.5% Enhancement(Confused)
  • 34.3 HP (3.38%) HitPoints
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 4.15%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 10% (0.17 End/sec) Recovery
  • 32% (1.36 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 11.6% Resistance(Fire)
  • 11.6% Resistance(Cold)
  • 11.9% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)




And now for the 'team' build (with proposed, but as of yet unpurchased IOs)

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Topsy 2: Level 50 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Blind -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(11), Dev'n-Acc/Dmg(17), Dev'n-Acc/Dmg/Rchg(27), Dev'n-Dmg/Rchg(50)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal(9), Dct'dW-Heal/Rchg(17), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/EndRdx(37)
Level 2: Spectral Wounds -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(37), Dev'n-Hold%(37)
Level 4: Deceive -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(11), Mlais-Acc/EndRdx(15), Mlais-Conf/Rng(29), Mlais-Acc/Conf/Rchg(40)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(34)
Level 8: Air Superiority -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(31)
Level 10: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(13), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-ToHitDeb/Rchg(27)
Level 12: Group Invisibility -- Krma-ResKB(A), LkGmblr-Rchg+(13)
Level 14: Fly -- Frbd-EndRdx(A), Frbd-Fly(25)
Level 16: Mutation -- Range-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Rchg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-+Res(Pets)(23), ExRmnt-EndRdx/Dmg/Rchg(23)
Level 20: Hover -- Krma-ResKB(A), LkGmblr-Rchg+(21)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 24: Lingering Radiation -- Acc-I(A), RechRdx-I(40), RechRdx-I(40), TmpRdns-EndRdx/Rchg/Slow(43), TmpRdns-Acc/Slow(46)
Level 26: Spectral Terror -- RechRdx-I(A)
Level 28: Flash -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(29), BasGaze-Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(31)
Level 30: Recall Friend -- Zephyr-ResKB(A)
Level 32: Phantasm -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(33), BriL'shp-Acc/Dmg(33), BriL'shp-Acc/Dmg/EndRdx(33)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Fire Blast -- Dev'n-Hold%(A), Dev'n-Acc/Dmg(42), Dev'n-Dmg/Rchg(42), Dev'n-Dmg/EndRdx(42), Dev'n-Acc/Dmg/Rchg(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(46)
Level 47: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod(48), Efficacy-EndMod/Acc(48), Efficacy-EndMod/EndRdx(48)
Level 49: Rise of the Phoenix -- Empty(A)
------------
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% DamageBuff(Smashing)
  • 14% DamageBuff(Lethal)
  • 14% DamageBuff(Fire)
  • 14% DamageBuff(Cold)
  • 14% DamageBuff(Energy)
  • 14% DamageBuff(Negative)
  • 14% DamageBuff(Toxic)
  • 14% DamageBuff(Psionic)
  • 9.06% Defense(Energy)
  • 9.06% Defense(Negative)
  • 6.88% Defense(Ranged)
  • 16% Enhancement(Accuracy)
  • 2.5% Enhancement(Held)
  • 63.8% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 2.5% Enhancement(Confused)
  • 99.2 HP (9.75%) HitPoints
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 5.8%
  • MezResist(Immobilize) 5.8%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 4.7%
  • 19.5% (0.33 End/sec) Recovery
  • 78% (3.31 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 12.8% Resistance(Fire)
  • 12.8% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)





Anyway, any help or advice would be greatly appreciated on either build.


 

Posted

It appears to me that you need to decide on a focus for each of those builds. Whenever putting together a final build, you have to decide where you are going to go with it. If you want a Perma-PA build, everything has to be focused mainly on Recharge, and most of the other stuff is secondary. If you want a solo build that isn't necessarily Perma PA, you need to focus a bit more on Damage and Defense. And if you want a team-focused build, you focus on ways to help the team be better -- so you want more control and buffing/debuffing.

The Perma-PA build is very popular because it is so flexible and powerful at the same time. You can solo very well -- even handle AVs solo because their attention is on the PA. You can be a key player in a small team. And you can contribute to a big team (but not really be the "main" controller). It takes some planning and work, and a sacrifice or two, to get there. You can still have a great Ill/Rad without going there.

With the new systems in the game to get some of the more expensive IOs, it has become easier to make the focused build that you want. Alignment Merits, Reward Merits and Tickets all have a chance to roll the most expensive IOs, and you can actually buy what you want with Alignment and Reward Merits. Or you can buy the more expensive recipes and sell them to fund your character.

When I'm thinking about a build, I try first to look at the powers and make them effective. I don't like "mule" powers that are only there to hold IOs for set bonuses, but I might resort to one for the ultimate goal. (One of the reasons I dislike the Fighting Pool -- a wasted power pick in Boxing or Kick.) Sometimes, I have to take a power because I need a particular kind of set bonus, but I prefer for that power to have some benefit to the overall build.

Considerations for a Solo build are different than a team build. No ally-only powers (no Mutation or Fallout). No need for GI, but make sure you slot up SI for capped EndRdx. The key is control and damage, but the control only needs to last long enough for you to take down the foes. You really want to leverage the Illusory Damage to kill things faster. You can use PA and Spectral Terror a lot to provide AoE control, and then take them down one-by-one. AoE damage can be used when PA have the aggro. Use Deceive a lot for self-protection. Air Sup is nice to have. You need knockback protection. The Immob protection in Combat Jumping is nice, too. You want to be able to run away fast if needed.

{By the way, I-19 brought some changes to Fly -- it is now at max Flightspeed by default, so Flightspeed enhancements do nothing in Fly. Just slot it for EndRdx and put a Runspeed in Swift, and you'll still be at capped Fly speed. Even the Raptor Pack flies at capped Flightspeed, so I have actually dropped Fly on some characters.}

So, for your solo build, do you want to build for Damage and quicker recharge? Or do you want to build for Defense? I prefer Recharge, and Recharge IO sets are described in the Guide. To aim for more damage, you pick up as many damage useful powers as you can (Probably don't need to resort to Jump Kick). While I really like the Fire APP, I might go with Ice because it has a good single target blast, TWO AoE damage powers and a Defense-based shield (which is overall better than a Resistance-based shield). Another option might be to go with the Mace PPP set, with its additional pet that might add damage -- I haven't tried it, so I can't say. I would keep Air Superiority in the build.

Solo, if you run into Aggro, Health or Recovery issues, you always have the option to run away to give yourself a chance to recover. Mez protection and/or mobility are more important solo.

If going for Defense, then you need to consider the kind of Defense: Positional or Typed? A high Typed Defense build can spend more time in melee. A high positional Defense build will probably want to be more ranged, so Ranged Defense will be better. Frankly, building for Smash/Lethal Defense is easier because you can get big start with either the Earth or Ice APP shield, both of which are Smash/Lethal Defense. A majority, but certainly not all, attacks in the game have a component that is Smashing or Lethal, so the Smash/Lethal Defense will attempt to deflect them. So you will have to look at IO sets that can effectively enhance your powers but also provide Defense. You may have to sacrifice some powers to fit in powers that improve your defense like the Fighting Pool or Maneuvers, or Combat Jumping.

A little bit of Defense on its own is worth very little, but once you start building and stacking Defense, each little additional bit becomes more and more valuable. A build with 15% Defense shouldn't bother. A build with 30% Defense is pretty good. A build with 40% defense is very good, and a build with 45% defense is softcapped is fantastic and will be very tough to kill most of the time. But if you have high Smash/Lethal defense, you will still take damage from other types that don't have a Smash/Lethal component. And there is always a minimum 5% chance that you will get hit through your Defense.

So, if you want to go the Smash/Lethal route, you have to focus on getting powers that take IO sets which provide Smash/Lethal Defense bonuses, like Melee attacks for the Kinetic Combat IO set -- you may need to take Air Superiority from the Flight Pool and/or Seismic Smash from the Earth APP. (The Smashing Haymaker sets have Smash/Lethal, too, but in much lower amounts.)

On the other hand, there are some pretty easy to get and not-too-expensive sets with Range Defense, Like Thunderstrike and Lockdown. The Purple Confuse set, which is one of the cheaper purple sets, has good Ranged Defense for 6.

Now, I don't have one of these Defense builds, but others have posted builds with high defense. If you do some looking, you should be able to find them.

As for the Team build, you want to look for team-friendly powers with less focus on damage. Not to say that you don't want to do damage, but that that's not your first priority. Control comes first, the buffing the team and debuffing the foes. Situational team powers like Recall Friend, Mutation and maybe even Fallout take priority over additional attacks. Superior Invis still can be useful for stealthing missions without having to worry about re-casting GI in the middle of a group of foes.

You might want to make some of those decisions and then redo the builds. But a couple of points -- I'm not convinced that Devastation Chance for Hold in Blind is worth a slot. It provides a 15% chance to apply its hold. Blind will hold anything it hits less than a Boss, so the proc only helps at all if you are going after a Boss or higher . . . and you already have a 20% chance of getting an extra Mag of Hold. That means that the proc is worthless on minions and lieutenants, and when you use Blind on a Boss, you only have an 11% chance that the proc will do any good. Not worth a slot to me. I like that proc on my Blasters with 3-5 powers to slot it in, but not here. It is more effective in a power that does not already have a hold.

Phantom Army: You have the +Resist proc in a power where the pets are already invulnerable. Yes, it provides some benefit to Phanty, but Phanty is supposed to stay back and fire from range (He is currently bugged and runs into melee -- Castle has acknowledged the bug and it is on the list to be fixed). I suggest changing out the Dam/End and proc in Expediant Reinforcement for the two Triples from Call to Arms.


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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control