A Local Guide to Ill/Rad Controllers


Agent White

 

Posted

Thanks Local! Seriously - its not every day you get such a thorough response.

I'm going to focus on the solo build atm and leave the team one for when I have the inf to spare. I'm going to do some tinkering in Midi's and I'll post my ideas based off of your suggestions and my play style.


 

Posted

Quote:
Originally Posted by templar73 View Post
Thanks Local! Seriously - its not every day you get such a thorough response.

I'm going to focus on the solo build atm and leave the team one for when I have the inf to spare. I'm going to do some tinkering in Midi's and I'll post my ideas based off of your suggestions and my play style.
Personally, I don't feel a need for a "solo" vs. "team" build. My Perma-PA build used to sacrifice team-friendly powers like Mutation and Recall Friend. Inherent Fitness let me fit those powers back in to my build, so now I have a great solo build that is also team-friendly.

Some folks like a Defense-focused build. I have thought about using one of my builds for making one of those, but my current build works so well, I haven't really felt a strong enough drive to do it -- too many other characters to work on. (I'm up to 20 level 50's, with about 7 or 8 more in the 40's.) I have thought about trying out the Villain PPP sets, but my concept of this character is just too goody-two-shoes to go Red side -- he's pure Hero. I do have another Ill/Rad on another server in her low 40's, so maybe I'll take her Red-side but I don't play her very often.


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
Personally, I don't feel a need for a "solo" vs. "team" build. My Perma-PA build used to sacrifice team-friendly powers like Mutation and Recall Friend. Inherent Fitness let me fit those powers back in to my build, so now I have a great solo build that is also team-friendly.
It's funny. As I've been tinkering I've come to the same conclusion. Given my playstyle, I think the in your face 'scraptroller' idea may not work for me after all.

I've dropped the Fighting pool, and Fire Shield and picked up Recall Friend, RotP, and Hover. I'm kind of split between Fire Shield and Consume.

I've got 6 slots left to play with, and am not sure where the best place to put them is. As Midi's hasn't been updated for i19, its difficult to get an idea for the slotting of Health and Stamina as part of the plan.

Given these power choices, and the bonuses I've already got, how would you parcel out those remaining 6 slots? Looking at the bonuses, an area for improvement might be damage output or maybe recovery?

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

Click this DataLink to open the build!

Topsy Turvy: Level 48 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/Dmg/Rchg(21), Decim-Build%(27), HO:Nucle(33)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal/EndRdx(34)
Level 2: Blind -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-Rchg/Hold(7), BasGaze-Acc/Hold(34), HO:Nucle(36), Dmg-I(36)
Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(9), DarkWD-ToHitDeb/EndRdx(9), DarkWD-ToHitdeb/Rchg/EndRdx(36)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 8: Deceive -- Mlais-Acc/Rchg(A), Mlais-Conf/Rng(13), Mlais-Acc/Conf/Rchg(13), Mlais-EndRdx/Conf(23), Mlais-Acc/EndRdx(40)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(15)
Level 12: Superior Invisibility -- Krma-ResKB(A), EndRdx-I(17), EndRdx-I(19)
Level 14: Air Superiority -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17)
Level 16: Fly -- EndRdx-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(21), ExRmnt-Acc/Dmg/Rchg(27), C'Arms-EndRdx/Dmg/Rchg(29), C'Arms-Acc/Dmg/Rchg(40)
Level 20: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(31)
Level 22: Lingering Radiation -- Acc-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Spectral Terror -- Acc-I(A)
Level 28: Recall Friend -- Zephyr-ResKB(A)
Level 30: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(43)
Level 35: Mutation -- Empty(A)
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 Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg(42), Posi-Dmg/Rchg(43)
Level 44: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Entrpc-Acc/Dmg(46), Entrpc-Dmg/Rchg(46)
Level 47: Consume -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod(48), Efficacy-EndMod/Acc(48), Efficacy-EndMod/Acc/Rchg(48)
Level 49: Rise of the Phoenix -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(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)
  • 7.5% Defense(Energy)
  • 7.5% Defense(Negative)
  • 3.75% Defense(Ranged)
  • 2.25% Max End
  • 2.5% Enhancement(Confused)
  • 9% Enhancement(Accuracy)
  • 76.3% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 87.7 HP (8.63%) HitPoints
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 11.1%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 7.2%
  • 19% (0.32 End/sec) Recovery
  • 62% (2.63 HP/sec) Regeneration
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)


 

Posted

Actually, Mid's HAS been updated for I-19 with inherent Fitness, but has yet to incorporate the Incarnate Alpha Slot. Take a look at www.cohtitan.com to download the new version. If you run Vista still (like I do), you will want to download the program first, then run the load program in Administrator mode, then right-click on the desktop Icon, click Properties to tell it to run in Administrator mode.

I can point out a few things that I did in my build that I have found to be effective. I'm not saying that you should copy my build, but pretty much all of my suggestions are in the build posted as my current build in the Guide, except that I added Mutation, Recall Friend and GI with only the default slots.

If possible, the purple Confuse set, Coercive Persuasion, is a great addition to the build and it is one of the cheapest purple sets. That Contagious Confusion proc turns Deceive into an occasional AoE power. 5 of them (leave out the pure Confuse) gives a great 10% recharge. Plus, it frees up another place for a 6.25% Recharge bonus. Yes, it is expensive, but you can take your time bidding for it and the longer you wait, the better deal you will probably get.

Superior Invis: You have a -knockback in Recall Friend, so the one here will only help you when the knockback mag goes over 4 but is less than 8 . . . and you could put another Zephyr -Knockback in Fly if you really want more protection. This is a great place for a LotG Recharge and 5 Red Fortune (leave out the Def/Rech). That adds 12.5% Recharge! And caps EndRdx in the power.

I skipped Air Sup in my final build. Yes, it is a nice melee power with a knock-up, but since I stay out of melee, and use my attack chain, I don't use it. I can see it being useful if you exemp low enough that you don't have access to Fire Blast, but that's not that often for me. Instead, I have Combat Jumping -- Immob protection, more maneuverability and another place for a LotG Recharge -- all with just the default slot. That Immob protection has saved me a few times, letting me run away when needed. And it frees up 2 more slots.

Phantom Army: Your slotting is fine, but replace the Dam/End with the other one from the Expediant Reinforcement set (not the proc). You can get a little more damage from PA and Phanty by replacing the Call to Arms triples with Soulbound Dam/Rech and Chance for Build Up.

Flash: If possible, put one more slot here for an Acc/Hold/Rech. It will make the power more useful.

Hasten: If you have perma PA Recharge, you can drop one slot and it should still be perma.

Spectral Terror: Here is where those extra slots can go -- 5 slot with Glympse of the Abyss (unless you already have 5 other sets with 6.25% Recharge, in which case use 5 of the Unspeakable Terror set for 5% Recharge).

Hover: Can drop the second slot if you need it for Spooky.

Phantasm: Consider replacing the Dam/End with an Acc/Dam Hami-O to cap Accuracy and Damage.

Fire Blast: 5 Decimations with an extra Acc/Dam/Rech or Hami-O in the 6th slot.

Rather than take Consume, I have 4 slots in Health (Numina Heal and proc, Miracle Heal and proc), and 4 slots in Stamina (4 Peformance Shifter with the proc). My Recovery is quite high at 4.17 when running AM. I kept Fire Shield for a little Resistance, but only have the default slot in it. I figure it reduces the damage I take a little, making it easier to heal up. Consume requires you to go into melee to sap the foes.


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

Well here's what I'm going to use as a template. I'm really excited, this looks pretty badass.

Thanks again for the all the advice Local!

Hero Plan by Mids' Hero Designer 1.90
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: Leaping
Power Pool: Flight
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(27), HO:Nucle(33)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal/EndRdx(34)
Level 2: Blind -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-Rchg/Hold(7), BasGaze-Acc/Hold(34), HO:Nucle(36), Dmg-I(36)
Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(9), DarkWD-ToHitDeb/EndRdx(9), DarkWD-ToHitdeb/Rchg/EndRdx(36)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 8: Deceive -- CoPers-Conf%(A), CoPers-Acc/Conf/Rchg(13), CoPers-Acc/Rchg(13), CoPers-Conf/Rchg(23), CoPers-Conf(40)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(15)
Level 12: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-EndRdx(17), RedFtn-Def(19), RedFtn-Def/EndRdx/Rchg(50), RedFtn-EndRdx/Rchg(50), RedFtn-Def/EndRdx(50)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Fly -- EndRdx-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-EndRdx/Dmg/Rchg(21), ExRmnt-Acc/Dmg/Rchg(27), S'bndAl-Build%(29), S'bndAl-Dmg/Rchg(40)
Level 20: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(31)
Level 22: Lingering Radiation -- Acc-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(46), U'spkT-Acc/EndRdx(48), U'spkT-Fear/Rng(48), U'spkT-Acc/Fear/Rchg(48)
Level 28: Recall Friend -- Zephyr-ResKB(A)
Level 30: Hover -- LkGmblr-Rchg+(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(40), HO:Nucle(43)
Level 35: Mutation -- Range-I(A)
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 Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg(42), Posi-Dmg/Rchg(43)
Level 44: Fire Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(45), Decim-Dmg/Rchg(45), Decim-Dmg/EndRdx(45), Decim-Acc/Dmg(46), HO:Nucle(46)
Level 47: Rise of the Phoenix -- Dsrnt-I(A)
Level 49: Fire Shield -- ResDam-I(A)
------------
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 -- Mrcl-Heal(A), Mrcl-Rcvry+(25), Numna-Heal(31), Numna-Regen/Rcvry+(31)
Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(15), P'Shift-EndMod/Acc(17), P'Shift-End%(43)


 

Posted

I based most of my build on your guide, so first, thank you! I haven't read through the whole thread but I wonder if you've considered the pets from the villian epic pools? I thought, with the amount of recharge you're already building for perma PA and the lack of a spammable aoe control the pet might be better than fireball but I don't know if it's actually more damage over time or not.

This is the build I finished recently with only about 1.5 seconds downtime on the tarantula.

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

Click this DataLink to open the build!

Goat In The Shell: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(15), Lock-Acc/EndRdx/Rchg/Hold(15), Lock-%Hold(34)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(48)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-ToHitDeb/EndRdx(5), DarkWD-ToHitDeb/Rchg(19)
Level 4: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(48)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-EndMod/Acc(13), Efficacy-Acc/Rchg(46), Efficacy-EndMod/EndRdx(46)
Level 8: Super Jump -- Jump-I(A)
Level 10: Deceive -- CoPers-Conf(A), CoPers-Conf%(11), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(37)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Recall Friend -- EndRdx-I(A)
Level 16: Mutation -- RechRdx-I(A)
Level 18: Assault -- EndRdx-I(A)
Level 20: Teleport Foe -- Acc-I(A)
Level 22: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(23), ExRmnt-Acc/Dmg/Rchg(23), ExRmnt-EndRdx/Dmg/Rchg(25), Dmg-I(25), RechRdx-I(27)
Level 24: Enervating Field -- EndRdx-I(A)
Level 26: Lingering Radiation -- Acc-I(A), Acc-I(27), RechRdx-I(29), RechRdx-I(36)
Level 28: Spectral Terror -- Abys-EndRdx/Fear(A), Abys-Acc/Rchg(29), Abys-Acc/EndRdx(31), Abys-Dam%(31), Abys-Acc/Fear/Rchg(34)
Level 30: Group Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(43), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(45)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), Dmg-I(34)
Level 35: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(37), Lock-Acc/Rchg(40)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-Rchg/Hold(40)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-EndRdx(43), LkGmblr-Rchg+(43)
Level 44: Personal Force Field -- EndRdx-I(A)
Level 47: Summon Tarantula -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-EndRdx/Dmg/Rchg(50), ExRmnt-Acc/Dmg/Rchg(50), Dmg-I(50)
Level 49: Combat Jumping -- 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 -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(21), EndMod-I(21)



I haven't tried soloing any AV's yet, just the alpha slot arc, a couple ITF and a Lady grey since I finished it but seems pretty effortless. I went with the Cardiac in the alpha slot for now.

Edit: one note the PFF is actually Focused accuracy, unfortunately. Mids hasn't changed that yet.


 

Posted

Quote:
Originally Posted by Groota View Post
I based most of my build on your guide, so first, thank you! I haven't read through the whole thread but I wonder if you've considered the pets from the villian epic pools? I thought, with the amount of recharge you're already building for perma PA and the lack of a spammable aoe control the pet might be better than fireball but I don't know if it's actually more damage over time or not.
As I mentioned in a few of the posts above, I haven't actually tried the Villain PPP sets with my Ill/Rad because he is just too heroic to go villain. But I suspect that I will want to stick with the Fire APP, not for Fireball, but for Fire Blast. Fire Blast adds so much damage to the attack chain, and the PPPs just don't have a quickly recharging blast that is equivalent.

However, I admit that I haven't tried it, so I may be wrong and the additional pet and other powers might be better. I may try it some day, but probably only if I can get my second Ill/Rad up to 50 (she's 40 something). Sadly, my altitis has taken hold of me lately.


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 templar73 View Post
Well here's what I'm going to use as a template. I'm really excited, this looks pretty badass.

Thanks again for the all the advice Local!

Hero Plan by Mids' Hero Designer 1.90
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: Leaping
Power Pool: Flight
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(27), HO:Nucle(33)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal/EndRdx(34)
Level 2: Blind -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-Rchg/Hold(7), BasGaze-Acc/Hold(34), HO:Nucle(36), Dmg-I(36)
Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(9), DarkWD-ToHitDeb/EndRdx(9), DarkWD-ToHitdeb/Rchg/EndRdx(36)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 8: Deceive -- CoPers-Conf%(A), CoPers-Acc/Conf/Rchg(13), CoPers-Acc/Rchg(13), CoPers-Conf/Rchg(23), CoPers-Conf(40)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(15)
Level 12: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-EndRdx(17), RedFtn-Def(19), RedFtn-Def/EndRdx/Rchg(50), RedFtn-EndRdx/Rchg(50), RedFtn-Def/EndRdx(50)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Fly -- EndRdx-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-EndRdx/Dmg/Rchg(21), ExRmnt-Acc/Dmg/Rchg(27), S'bndAl-Build%(29), S'bndAl-Dmg/Rchg(40)
Level 20: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(31)
Level 22: Lingering Radiation -- Acc-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(46), U'spkT-Acc/EndRdx(48), U'spkT-Fear/Rng(48), U'spkT-Acc/Fear/Rchg(48)
Level 28: Recall Friend -- Zephyr-ResKB(A)
Level 30: Hover -- LkGmblr-Rchg+(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(40), HO:Nucle(43)
Level 35: Mutation -- Range-I(A)
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 Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg(42), Posi-Dmg/Rchg(43)
Level 44: Fire Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(45), Decim-Dmg/Rchg(45), Decim-Dmg/EndRdx(45), Decim-Acc/Dmg(46), HO:Nucle(46)
Level 47: Rise of the Phoenix -- Dsrnt-I(A)
Level 49: Fire Shield -- ResDam-I(A)
------------
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 -- Mrcl-Heal(A), Mrcl-Rcvry+(25), Numna-Heal(31), Numna-Regen/Rcvry+(31)
Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(15), P'Shift-EndMod/Acc(17), P'Shift-End%(43)

Looks very good. The only other very minor change you might consider . . . swap the positions of Combat Jumping and Recall Friend. That may make lower level content with teams (like TFs) when you exemp down easier.


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

What would you suggest for a person who can get a travel power at 6?


 

Posted

get them (superjump) at 14 and the normally needed beforepower) at 49 (combat jumping) as you wanna have up to 5 powers for your LotG +rech (if you can afford them)


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 That_Ninja View Post
What would you suggest for a person who can get a travel power at 6?
Travel powers is, to a significant degree, a matter of personal taste. As soon as I get time, I plan to update the leveling-up build in the Guide. The problem with an Ill/Rad is that Rad provides so many good powers early.

If you want, you can certainly fit in a travel power at level 6. But with the other options now available, I don't feel a strong need to have that travel power that early. If you purchased the Martial Arts pack, Ninja Run is available at level 4, and with Inherent Fitness it can be as fast (but not as high) as Super Jump. You can earn a Raptor Pack at level 5 from Police Scanner missions, and with recent changes, that Raptor Pack is just as fast as Fly.

With Inherent Fitness, All those powers that I used to put off either because I didn't have the endurance to run them (like EF) or couldn't fit them in before Fitness (like Hasten) can now be taken earlier. (I don't have Mids available at the moment, so a manual listing will have to do.)
1 - Radiant Aura, Blind
2 - Spectral Wounds
4 - Deceive
6 - AM
8 - Superior Invis (or RI -- or if taking GI, then GI goes at 12 and everything else moves down)
10 - RI (or EF or could be a travel power, or Hasten)
12 - EF (or Hasten or travel power)
14 - Travel power or Hasten (If you don't have the 60 month Vet, then a pre-requisite must be taken before the Travel Power.)
16 - Hasten or Travel
18 - Phantom Army (I want to have Hasten before this so they can be up more often.)
20 - LR



As for choice of a travel power, I like to look for secondary benefits.
  • Fly/Hover is my favorite for my Ill/Rad -- I like to keep him out of melee and keep a good view of the battle from the air. I stay in Hover to fight, and then change to Fly for movement using the Speed-on-Demand binds in Citybinder. Fly lets you search for open-air glowies in safety, and you can fly through caves faster than running.
  • Super Speed has good, fast battlefield maneuverability and Stealth built in -- but with SI or GI, I don't need the stealth. A lot of folks don't like SS because they find it hard to control, but I don't have that problem. I like it on many of my melee characters and characters who need the Stealth aspect.
  • Teleport actually has some nice benefits, like being able to TP away when slowed or immobilized, and TP lets you get past foes with +Perception (like a Rikti Drone in a hallway). It is the most difficult travel power to use and is often inconvenient.
  • Super Jump -- has no secondary benefits. SJ is kind of fun, but all you get is a travel power for open areas -- it is worthless in tight places. Combat Jumping is nice as a place to put a LotG Recharge and for the Immob protection, but SJ itself has no secondary benefits.


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 is one of the most thoughtful guides in CoX. I appreciate all the time and effort you have put into this, Local Man! For ill/rads, which Incarnate boost would you recommend? Offhand it looks as if Spiritual with it's recharge and recharge/stun or recharge/heal looks good but I'd like to hear your impression before I start my Alpha slot.


 

Posted

Quote:
Originally Posted by Local_Man View Post
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 .
I use cardiac and run sup invis and dont have any problems as long as i remember to hit AM

Im still using the ice set on mine but that's because i have 2 trollers with fire and fancied a change.I found fallout handy in situations like Apex TF and one of my mates is a suicide scrapper


 

Posted

Quote:
Originally Posted by Antarcticaa View Post
This is one of the most thoughtful guides in CoX. I appreciate all the time and effort you have put into this, Local Man! For ill/rads, which Incarnate boost would you recommend? Offhand it looks as if Spiritual with it's recharge and recharge/stun or recharge/heal looks good but I'd like to hear your impression before I start my Alpha slot.
Frankly, it depends on your build and your needs. How much Recovery do you have? How much Recharge? Do you need more?

The Spiritual boost allows more flexibility for someone who wants a Perma-PA build. You can skimp a little bit and still reach that goal of 203% Recharge. Or you can go quite a bit over so you don't have to cut it so close. Since my Ill/Rad doesn't have any stun powers, the obvious choice is the Spiritual Radial Boost to buff healing.

On the other hand, many builds, especially builds with high Recharge, have endurance issues. The Cardiac Boost is a remedy for that problem. But if you have made your build to take the endurance issues into account, then you may not need Cardiac. If you have a Resistance-based Shield, the Cardiac Radial Boost will buff that Shield, too.

My current Ill/Rad build has 4.13/sec Recovery while running AM, which is plenty. I can run Sup Invis almost all the time with no endurance issues. For those long battles where I have to run the Rad debuffs and constantly attack, I can pop GI and turn SI off. However, I also have plenty of Recharge, since I added GI with a LotG Recharge to my already Perma-PA build. But, since more Recharge is always better, I went with the Spiritual Radial.

I may decide to drop GI (with its LotG Recharge) to add in Rise of the Phoenix. I don't really NEED it, but it might be nice to have if more of the upper level content is as tough as the Apex TF. I have only run Apex twice, and only once on my Ill/Rad. I may go ahead and get the Cardiac Boost just to see. Either Cardiac or Spiritual is a good option depending on your build, but I am inclined to think that Recharge is always needed.


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

OMG! your guide is thorough and very objectively written (you didn't bash powers just 'cause you didn't like them).. after reading through your info i came up with the following and wanted your opinion (it's based on your perma-PA build)

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

After-Image: Level 50 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Acc/EndRdx/Rchg/Hold:30(11), Entrpc-Heal%:35(13), BasGaze-Rchg/Hold:30(17), Entrpc-Acc/Dmg:35(31)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(9), Dct'dW-Heal:50(17), Dct'dW-Rchg:50(34), Dct'dW-Heal/EndRdx/Rchg:50(34)
Level 2: Spectral Wounds -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(5), Decim-Build%:40(5), Decim-Acc/EndRdx/Rchg:40(31), Thundr-Acc/Dmg/Rchg:50(43)
Level 4: Deceive -- CoPers-Conf/Rchg:50(A), CoPers-Acc/Conf/Rchg:50(11), CoPers-Acc/Rchg:50(15), CoPers-Conf/EndRdx:50(31), CoPers-Conf%:50(37)
Level 6: Accelerate Metabolism -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(7), Efficacy-EndMod/Acc/Rchg:50(7), Efficacy-EndMod/EndRdx:50(33), Efficacy-Acc/Rchg:50(34), Efficacy-EndMod/Acc:50(43)
Level 8: Superior Invisibility -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(9), RedFtn-EndRdx:50(40), RedFtn-EndRdx/Rchg:50(45), RedFtn-Def/EndRdx/Rchg:50(46), RedFtn-Def:50(46)
Level 10: Radiation Infection -- HO:Enzym(A), HO:Enzym(13), HO:Enzym(15)
Level 12: Air Superiority -- KntkC'bat-Knock%:35(A)
Level 14: Recall Friend -- Range-I:50(A)
Level 16: Teleport -- Range-I:50(A)
Level 18: Phantom Army -- S'bndAl-Build%:50(A), ExRmnt-Acc/Rchg:50(19), ExRmnt-Acc/Dmg:50(19), ExRmnt-Acc/Dmg/Rchg:50(21), ExRmnt-EndRdx/Dmg/Rchg:50(21), S'bndAl-Dmg/Rchg:50(23)
Level 20: Group Invisibility -- Ksmt-ToHit+:30(A)
Level 22: Hover -- Krma-ResKB:30(A), LkGmblr-Rchg+:50(27)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
Level 26: Spectral Terror -- U'spkT-Acc/Rchg:30(A), U'spkT-EndRdx/Fear:30(29), U'spkT-Stun%:30(40), U'spkT-Fear/Rng:30(45), U'spkT-Acc/Fear/Rchg:30(45)
Level 28: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(29)
Level 30: Lingering Radiation -- Acc-I:50(A)
Level 32: Phantasm -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(37), BldM'dt-Acc/Dmg:50(40)
Level 35: Flash -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(36), BasGaze-Rchg/Hold:30(36), BasGaze-Acc/EndRdx/Rchg/Hold:30(36), G'Wdw-Acc/Hold/Rchg:50(37)
Level 38: EM Pulse -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(39), BasGaze-Rchg/Hold:30(39), BasGaze-Acc/EndRdx/Rchg/Hold:30(39)
Level 41: Mental 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), Thundr-Acc/Dmg/Rchg:50(46)
Level 44: Indomitable Will -- LkGmblr-Rchg+:50(A)
Level 47: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(27), Numna-Heal:50(50)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-EndMod/Acc:50(25), P'Shift-End%:50(50)
------------
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
  • 113.75% Enhancement(RechargeTime)
  • 2.2% Enhancement(Terrorized)
  • 4% Enhancement(Heal)
  • 9% Enhancement(Accuracy)
  • 4% Enhancement(Confused)
  • 5% FlySpeed
  • 53.41 HP (5.252%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • 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
  • 48% (2.038 HP/sec) Regeneration
  • 4.095% Resistance(Fire)
  • 4.095% Resistance(Cold)
  • 2.5% Resistance(Negative)
  • 5% RunSpeed
  • 1.5% XPDebtProtection




Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1623;781;1562;HEX;|
|78DAA593594F135114C7EF9D166BF7B294A5EC2D5028B4D2A8717B208A98A080159|
|02701C732C02443DBB425D1373F00A86822AE71D70F60DCE28780201A3F838982FA|
|E28BA9F79C73BB247DB449FFBF99FF9C739773CF1DBD7CD2C1D8D501C63D83869AC|
|9CC0E2613D974D230B4B46522AE6B89B8663F3E9FD5D2E1E1257541B330C602C590|
|7C7464D83096337A329137FC25312796E7E723E3EA9CAE6621626849CF4068E5706|
|2514B6B896C24FF608F25C550A70C7D61315B85CF939AA1A592E92C66DAD09A4869|
|DA9C031F473435A527166A86527A3C128331F5F8ECA89A11ABBD522F167A50FC1F7|
|3267FB90AB6AD30D6CC94CF08DB5784634D7CF333CF177C6B59C5B7B16296999D11|
|2F51B67714E1398B688F11C6108F847239095F170832E50EC27C97F000D1720F117|
|ACC20EB894831C9494CD30A58B619846B16D17211D1A12260C60A4E9354ACA0B567|
|95700DD1B68668BF8E08DD403C1319169965F1D24E6C88A01BD1E740849D0417023|
|669A5A529D64302668539245D9236D10B768A61F6492C5BA7B09CD2728670934161|
|B9A5E526EB8518BC522EA972105759B543D845D4FC22FC46D40E209E8B8C6ACA62D|
|57F191C96558CED258B7BFFA0E5A32DFAC5973AF9A5AE1767AD27BC146E832C7AC3|
|06879CA64D44701BD1B745F8843827B491C279633B8ED04498C0EFB49E661F5AAF8|
|4D52AC76EA5ADB4FD24D08E3A6847C16F18FE9443CD28DC4FAD19A0D60C503306A8|
|433B0CDCD394D04E0A37755278178577517817856F889EEA96CDD84DCDD843CDD84|
|3CDD823BBF03E224CCDB829B27AE5767AA9885BC28AC8F5455E63D4BE3784B78477|
|88E87B44ADA879BF3CA07E1AA1C95CB8468C518D464A2DAA64CC5CB83D8CD329351|
|7A3FEEBF7C1911FC73A6E133A0912039902B900320D3203A2825C028983E43E16B2|
|DD87614147408E821C03F17A84AC40A405EE811DC401E2047181B8413C20D5203E9|
|0872039ABA770F973DFC5185C568E87B1003F4AAD6EB4768A96C2A7B0BEBED31C8E|
|307A1EDF768B01267E93EECE2D44FD6D44741DD15F7A045025162A73A265CE81326|
|77F99532CFC3F32633A09|
|-------------------------------------------------------------------|


Server -=Victory=-


 

Posted

Overall, a nice build following most of the concepts I recommend in the guide. There are a few little things you may want to consider changing, but not much.

The Entropic Chance for Heal in Blind -- Do you really need that? The general chatter I hear about this IO is not overly positive. I could see using it on a Blaster's lowest tier blast, but is it worth giving up damage (or control) for a 10% chance of a self heal when you already have a self heal power? I would swap that out for more Damage. However, if you feel that the heal is worth giving up more damage or control, then that's fine. If you want more Regen, see what I suggest on moving a slot below.

Teleport for travel: I leveled up Area Man using Teleport for travel and I still have it on his original build (The "before IOs were available build with lots of Hami-Os." The one I don't use.) I have Teleport on my Stone/Fire and Stone/Stone tanks. I'm fairly used to it . . . but it is still an awkward travel power to use. You have Hover, which makes Teleport much, much easier. Still, Fly is a far more convienient travel power. Teleport is the fastest for traveling long distances when you get the 'Rhythm' going, but for short distances, the difficulty of lining up where you plan to go make it slower for me. If you want Teleport for concept . . . then concept wins. Teleport works great on an Ill/Rad once you get used to it.

Group Invis: The main reason to me to take Group Invis is as a mule for a LotG Recharge. I don't feel I need a Kismet +ToHit because I already have good global accuracy and RI. Admittedly, GI does have some utility, but not enough to take it on its own . . . to me, but that may be different for you. I would swap it out for Mutation on a team friendly build -- which I assume you were going for since you have Recall Friend.

You might want to consider trying to get a Zephyr -knockback IO to put in Recall Friend. (The Range in it is only needed for the farthest corners of IP or in the Shadow Shard.) That will free up a slot out of Hover. You could move that slot to several places, including Health for a Miracle Heal -- adding both Recovery and Regen.

You chose the Psi APP. As long as you feel the trade-offs are worth it, that's fine. You get Mez protection with some Psi Defense and Resistance. I really like Psi Tornado in general -- I really like it on my Fire/Rad controllers. I explain in the guide why I prefer the Fire APP, but I give up on the chance for Mez protection.


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 and advice.. here's my take on it

Quote:
Originally Posted by Local_Man View Post
Overall, a nice build following most of the concepts I recommend in the guide. There are a few little things you may want to consider changing, but not much.

The Entropic Chance for Heal in Blind -- Do you really need that? The general chatter I hear about this IO is not overly positive. I could see using it on a Blaster's lowest tier blast, but is it worth giving up damage (or control) for a 10% chance of a self heal when you already have a self heal power? I would swap that out for more Damage. However, if you feel that the heal is worth giving up more damage or control, then that's fine. If you want more Regen, see what I suggest on moving a slot below.
Didn't realize that IO was that bad.. figured 20% chance like most of the other procs.. changed it for the Dam/End/Rechg so i keep the 10% regen set bonus
Quote:

Teleport for travel: I leveled up Area Man using Teleport for travel and I still have it on his original build (The "before IOs were available build with lots of Hami-Os." The one I don't use.) I have Teleport on my Stone/Fire and Stone/Stone tanks. I'm fairly used to it . . . but it is still an awkward travel power to use. You have Hover, which makes Teleport much, much easier. Still, Fly is a far more convenient travel power. Teleport is the fastest for traveling long distances when you get the 'Rhythm' going, but for short distances, the difficulty of lining up where you plan to go make it slower for me. If you want Teleport for concept . . . then concept wins. Teleport works great on an Ill/Rad once you get used to it.
I have a Stoner so i am familiar with Teleport's good and bad points it is definitely a theme choice.. i don't see him as a flyer.. hover yes.. teleport definitely
Quote:

Group Invis: The main reason to me to take Group Invis is as a mule for a LotG Recharge. I don't feel I need a Kismet +ToHit because I already have good global accuracy and RI. Admittedly, GI does have some utility, but not enough to take it on its own . . . to me, but that may be different for you. I would swap it out for Mutation on a team friendly build -- which I assume you were going for since you have Recall Friend.
swapped for mutation with a recharge io
Quote:

You might want to consider trying to get a Zephyr -knockback IO to put in Recall Friend. (The Range in it is only needed for the farthest corners of IP or in the Shadow Shard.) That will free up a slot out of Hover. You could move that slot to several places, including Health for a Miracle Heal -- adding both Recovery and Regen.
done.. nice catch/idea.. i tend to try and get the kismet acc io as i see lots of accuracy issues (probably imagined) then again if i still have these at 50 i can always get the Nerve Alpha
Quote:

You chose the Psi APP. As long as you feel the trade-offs are worth it, that's fine. You get Mez protection with some Psi Defense and Resistance. I really like Psi Tornado in general -- I really like it on my Fire/Rad controllers. I explain in the guide why I prefer the Fire APP, but I give up on the chance for Mez protection.
For concept purposes i couldn't really see the others fitting.. maybe for the ice or fire attacks but not the armors.. he's not magic or mutant.. so i figured Psi, even with it being the same damage type, would fit better (trust me i tried to rationalize ice or fire with my concept and your explanations of why they were better choices)

again thanks for the help and the amazing guide!


Server -=Victory=-


 

Posted

Talk about a detailed guide! I've wanted to make an Illusion Controler since the game came out in '04 but had been intimidated away from the set since it seemed so confusing (from the outside) to make it work. I was wondering if you could give me a quick critique on the build I made to do Perma-AM/Hasten/PA/IndomitableWill. I plan to level pact with a friend who is rolling a scrapper (he's rolling MA/SR) and I was hoping the two of us could tackle a lot of the tough AVs and the like as a pair.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Kira Yoshida: Level 50 Mutation Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-Rchg/Hold(17), Dev'n-Dmg/Rchg(27), Dev'n-Hold%(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(46)
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 -- ToHitDeb-I(A), DefDeb-I(13), EndRdx-I(15)
Level 12: Hover -- Krma-ResKB(A), LkGmblr-Rchg+(13)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 16: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 18: Phantom Army -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(21), Dmg-I(21), RechRdx-I(23)
Level 20: Fly -- Zephyr-ResKB(A)
Level 22: Lingering Radiation -- Acc-I(A)
Level 24: Mutation -- RechRdx-I(A)
Level 26: Spectral Terror -- U'spkT-Acc/Fear/Rchg(A), U'spkT-Stun%(27), U'spkT-Fear/Rng(29), U'spkT-EndRdx/Fear(29), U'spkT-Acc/Rchg(43)
Level 28: Group Invisibility -- LkGmblr-Rchg+(A)
Level 30: Recall Friend -- Zephyr-ResKB(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: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), Entrpc-Dmg/EndRdx/Rchg(43)
Level 44: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(45), RechRdx-I(45), RechRdx-I(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 49: Assault -- EndRdx-I(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 -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A)



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1620;754;1508;HEX;|
|78DAA594594F13511886CF9462E95E96CA5A296DD98A541A3471B93011312150AC4|
|0484C843AD2412619DBA62D89DEF90350F1CA3DE2827AEF1E7F0404D178E12F3051|
|506FBCABDF72BA985E3A69DF67F2CE7BBEF39D33A78D5D3EE910E2EA71A178460C3|
|5974B8CA453F96CDA30B46C5D6C39AFE6F574CA31AE6755FFD9746E494FAA162144|
|B01C2AE6236386B19C8370D10854644E2C2F2E46A6D4A44EE512A397F41C46EBC75|
|24B5A564BE523C51B7B3C0DA54E19FAC5A5BC8DEEA7339A966CA0DB19CDD032E92C|
|F7E4266B4253935A16FACA348D66F485481CCBEA0B89989ACB6BD92B2DD0EB21F8A|
|E29425E855AB16D12C2274C9F08B62F04CF6742DB3A440262DF0BC2647994598C2B|
|68D5C5085DA71971427492F01054919328B7A882E936C17C87719FABDF230CAE111|
|EC1901A3949CD1C7411157BE61909C2BEF384904AC0196B159EA476C584156CD708|
|AEEB84AE1B84DE55C2E04DC213186191AD59BCBC121BC1E320849C845E1761D04DC|
|0455A792E937598BA7574125C5D042BD4B47340B1FF11B8830EAE1E80274E39D439|
|40E1BD8C16C61978E89643DD5CAD85B10E6EBDECB5FE37B5DFB0C3D82534FD62F82|
|ACBDA61C2461E251ABF52601A0A79A5E56DA3D41458CDD26AE681CFC06A95FBDFFA|
|51A153B04DE8D8626C12C21B84A7A0EDB2423BAFB5DB820FD8F2F1D4CFE141A72CD|
|AC95DFB7F32B8793F2F2CF48D7A784C75381EE0E319E4E319E47319E453DA6B5070|
|16B49BE335DD1CEFE1780FC77B38BE01E7AA4FEE641F1FC87E3E90FD7C20FBEF12C|
|27C20C3AB844D183520AB0FF00AF7F356FD8B2DC84564F5C84BB20EBC62BC66BC21|
|44DF32DE111A60B386F8BD8B217EE11DE6D2CF0C3E7089892A276E2EFDB684428EA|
|F9CF9AFEBBDA358C73A65039D4189A3CCA29C439943994751512EA02CA0143E9446|
|BB0F634347508EA21C43F17A40563069B183D8511C284E14178A1BC583D288D286F|
|200A560F594FE190ADFA186A254AEFF4795B353E984686B772B2D3F5943557B1BAE|
|72A255CEC12A67B8CA29EFE95F66344A34|
|-------------------------------------------------------------------|
It gets a little screwy right at the end because I couldn't figure out what to take, so I went with an AoE damage power and I figured fitting in assault as a no-slot power would end up playing off between my PA, Phantasm, and team-mates. I'm greatly worried about my END usage though as I've eaten up so many slots I can't find any extra for Stamina to shore up a bit more of my Recovery and I have so many high-END usage powers. I know I can get the Alpha-Slot for -END (and plan to) but do you have any other suggestions on mitigating my massive END usage, or in practice will it not be as big of an issue as I think since PA will be doing the bulk of the work?


 

Posted

Well, there are a few things here that I would change. One thing you need to realize -- Assault does not buff Phantom Army. It will provide the buff to your teammates and to Phantasm, but not PA.

Stamina needs 3 slots. When an Ill/Rad is using the debuffs and its attack chain, it goes through endurance pretty quickly. I have both the Numina and Miracle procs, too. You have 3 -Knockbacks in the build -- I get by with one. One will cover about 90-92% of the knockback in the game, and two will get that up to about 97%. You can pull a slot out of Hover for Stamina. The other can come from Hasten -- see below.

Blind: I like the Devastation Chance for Hold in some powers (like fast recharging blasts), but not Blind. In effect, you are giving up Damage for a very small benefit. Blind does so many things and needs a lot of slotting for its key use, setting up Containment. Blind can be slotted for Acc, Hold, EndRdx, Rech, Dam, Range and even Sleep. It mostly needs good Acc, some Hold duration but not a lot, some Recharge, and as much Damage as you can fit in.
The Devastation Chance for Hold has a 15% chance to hit. However, Blind already holds all Minions and Lieutenants it hits, and has a 20% chance to stack an extra mag to hold Bosses. (That's what happens everytime you see "Overpower.") That 20% chance is wasted unless it is on a boss. Same with your 15% . . . Blind already holds minions and Lts. by itself, and will hold approximately 20% (actually a little bit lower) of the bosses. So that proc will only have any benefit whatsoever on about 80% of the Bosses that Blind hits, and then it only has a 15% chance to have an effect on that Boss. Is that really worth a slot? If you put a common Damage IO there, you would get that added damage on 100% of the foes hit by Blind. In my guide, I recommend an Acc/Dam Hami-O and a common Damage IO to get the most damage out of two slots left over when the first 4 are filled with Baz Gaze.

Rad Infection: I think the ToHit Debuff is far more important than the Defense Debuff. Why? Most folks have enough accuracy to hit at the 95% cap and more Defense Debuff is wasted -- it only benefits those hard-to-hit foes. But ToHit Debuff is much the same as defense for the entire team, as it makes it harder for the foes to hit you. My suggested cheap slotting is 4 Dark Watcher for the 5% Recharge. If you can afford it, the optimal slotting (for the power, not set bonuses) in the fewest slots is 3 Enzyme Hami-Os (ToHit Debuff, Defense Debuff, EndRdx). If you have a spare slot, the Achilles Heal Chance for Resist Debuff is nice, but I'm not sure you have the slots.

Hasten: Once you have enough Recharge for perma-PA, you only need 2 Recharge for Hasten and it is still Perma. So you can use that slot in Stamina.

PA: Change those last two slots to either Soulbound Dam/Rech and Soulbound Chance for Build Up, or if you can't afford the purples (which are cheap for purples), try the two triples from Call to Arms.

I explain in guide why I prefer the Fire APP over Psi, but if you really want Mez Proteciton and are willing to give up the different damage type, then your slotting is fine. You could replace the Dam/End in Psi Tornado with a common Recharge if you think you need it. Even better -- put that slot in Health for a Miracle proc.


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 the responce, with some minor switching I was able to get three slots into stamina and switched a couple IOs to get a bit of recover bonus and my END situation is looking far better (4.01 per second and I still keep my perma situation!). But I was wondering what I can take instead of Assault? I'm considering World of Confusion for character reasons and the fact that it doesn't really need any slots to be vaguely annoying as a 'stay away' power.


 

Posted

Quote:
Originally Posted by Istarune View Post
Thank you for the responce, with some minor switching I was able to get three slots into stamina and switched a couple IOs to get a bit of recover bonus and my END situation is looking far better (4.01 per second and I still keep my perma situation!). But I was wondering what I can take instead of Assault? I'm considering World of Confusion for character reasons and the fact that it doesn't really need any slots to be vaguely annoying as a 'stay away' power.
Don't take World of Confusion. The widely agreed opinion on the power is, "it sucks." The Radius is too small to be useful and the confusion pulses are very short. Folks who have tried putting damage procs in it say it is bad for that, too.

You actually have a few options. If you are looking for personal benefit, you could go with Combat Jumping. It provides Immobilization protection, maneuverability and a place to put a Luck of the Gambler Recharge, at a toggle cost that is virtually nothing.

You could always go for Mind Over Body, Psi's Resistance-based shield. Even with only one slot, it will reduce the damage you take a bit.

You could go with Super Speed -- it is faster than Fly and sometimes it is nice to have a second travel power. SS allows for quick battlefield maneuverability and makes it easy to lead your pets into the fight. (But I would go with CJ first.)

I went with the Fire APP, which offers Rise of the Phoenix, the only self-rez available to controller.

For team-oriented options, you could go with Stimulant. Ill/Rad does not have any power that grants Mez protection, so you could take one. You could go with Aid Other to supplement your AoE Heal, but that seems a bit of a waste.

Another kind of fun option is Fallout. (I did this on my Fire/Rad.) Consider this if you team with a lot of PUGs, or have a suicidal Blaster for a friend. Even with a single slot, Fallout does a lot of damage and a huge debuff. It is very, very situational, but in the right situation it can be a big benefit. Besides, it is kind of fun to blow up your teammate's corpse, especially since you have Recall Friend and Mutation. You could blow him up, and then hover overhead, recall him over the next group and blow him up again, etc. Fallout has a longish recharge, but the debuff it puts out is significant.

Plus there are a few somewhat sillier, more situational options like, uh, Group Fly, Air Superiority, Teleport, Kick or Boxing, etc.


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

WHOLY SMAKEROOO Local Man, I had NO idea on how well masterpieced your guide is. I am indeed in your debt for your efforts in explaining every detail and situation one can/may come accross with each power and how worthy it is to have. Indeed I do appreciate your efforts .. your passion in this matter fully.

This is something I've tossed together and imagining the situations that I may come accross with-also I took the benefit of slotting what should/must have and what doesn't need much bufffing from the IO's sets to that particular power. For an example, Spectral Terror for one, I do now understand it will do the same regardless vs. Radiation Infection which requires Endu Cost Red and more Deuffing as an example, and too (which was my most difficult moments to find extra slots) saved me some slots to put else where needed.

Here is my typical idea build but, I will retweak, retweak and retweak until I get and feel it is right ... and worthy to actually build.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Goonus Kahn 2: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Blind

  • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
  • (3) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (3) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
  • (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
  • (5) HamiO:Nucleolus Exposure
  • (7) Damage Increase IO: Level 50
Level 1: Radiant Aura
  • (A) Doctored Wounds - Heal/Endurance: Level 50
  • (7) Doctored Wounds - Endurance/Recharge: Level 50
  • (9) Doctored Wounds - Heal/Recharge: Level 50
  • (9) Doctored Wounds - Heal/Endurance/Recharge: Level 50
  • (11) Doctored Wounds - Heal: Level 50
Level 2: Spectral Wounds
  • (A) Decimation - Accuracy/Damage: Level 40
  • (11) Decimation - Damage/Endurance: Level 40
  • (13) Decimation - Accuracy/Endurance/Recharge: Level 40
  • (13) Decimation - Accuracy/Damage/Recharge: Level 40
  • (15) Decimation - Chance of Build Up: Level 40
  • (15) HamiO:Nucleolus Exposure
Level 4: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod: Level 50
  • (25) Efficacy Adaptor - EndMod/Recharge: Level 50
  • (25) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
  • (27) Efficacy Adaptor - Accuracy/Recharge: Level 50
  • (27) Efficacy Adaptor - EndMod/Accuracy: Level 50
  • (48) Efficacy Adaptor - EndMod/Endurance: Level 50
Level 6: Hover
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (31) Red Fortune - Defense/Endurance: Level 50
  • (34) Red Fortune - Endurance/Recharge: Level 50
  • (34) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (37) Red Fortune - Defense: Level 50
  • (48) Red Fortune - Endurance: Level 50
Level 8: Superior Invisibility
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (29) Red Fortune - Defense/Endurance: Level 50
  • (29) Red Fortune - Endurance/Recharge: Level 50
  • (31) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (48) Red Fortune - Defense: Level 50
  • (50) Red Fortune - Endurance: Level 50
Level 10: Deceive
  • (A) Coercive Persuasion - Confused: Level 50
  • (40) Coercive Persuasion - Confused/Recharge: Level 50
  • (40) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
  • (43) Coercive Persuasion - Accuracy/Recharge: Level 50
  • (43) Coercive Persuasion - Confused/Endurance: Level 50
  • (46) Coercive Persuasion - Contagious Confusion: Level 50
Level 12: Radiation Infection
  • (A) HamiO:Enzyme Exposure
  • (37) HamiO:Enzyme Exposure
  • (46) HamiO:Enzyme Exposure
Level 14: Fly
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 16: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (17) Recharge Reduction IO: Level 50
Level 18: Phantom Army
  • (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
  • (19) Expedient Reinforcement - Accuracy/Damage: Level 50
  • (19) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
  • (21) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
  • (21) Soulbound Allegiance - Damage/Recharge: Level 50
  • (50) Soulbound Allegiance - Chance for Build Up: Level 50
Level 20: Lingering Radiation
  • (A) Accuracy IO: Level 50
Level 22: Enervating Field
  • (A) Endurance Reduction IO: Level 50
  • (23) Endurance Reduction IO: Level 50
Level 24: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (40) Kismet - Accuracy +6%: Level 30
Level 26: Spectral Terror
  • (A) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 50
Level 28: Assault
  • (A) Endurance Reduction IO: Level 50
  • (31) Endurance Reduction IO: Level 50
Level 30: Super Speed
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 32: Phantasm
  • (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
  • (33) Expedient Reinforcement - Accuracy/Damage: Level 50
  • (33) Expedient Reinforcement - Damage/Endurance: Level 50
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
  • (34) Sovereign Right - Accuracy/Damage: Level 50
Level 35: Flash
  • (A) Unbreakable Constraint - Hold/Recharge: Level 50
  • (36) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
  • (36) Unbreakable Constraint - Accuracy/Recharge: Level 50
  • (36) Unbreakable Constraint - Endurance/Hold: Level 50
  • (37) Unbreakable Constraint - Chance for Smashing Damage: Level 50
Level 38: EM Pulse
  • (A) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (39) Basilisk's Gaze - Recharge/Hold: Level 30
  • (39) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
  • (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
Level 41: Fire Blast
  • (A) Apocalypse - Damage/Recharge: Level 50
  • (42) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (42) Apocalypse - Accuracy/Recharge: Level 50
  • (42) Apocalypse - Damage/Endurance: Level 50
  • (43) Apocalypse - Chance of Damage(Negative): Level 50
Level 44: Rise of the Phoenix
  • (A) Absolute Amazement - Stun/Recharge: Level 50
  • (45) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
  • (45) Absolute Amazement - Accuracy/Recharge: Level 50
  • (45) Absolute Amazement - Endurance/Stun: Level 50
  • (46) Absolute Amazement - Chance for ToHit Debuff: Level 50
Level 47: Teleport
  • (A) Winter's Gift - Slow Resistance (20%): Level 50
Level 49: Group Invisibility
  • (A) Luck of the Gambler - Recharge Speed: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Unbounded Leap - +Stealth: Level 50
Level 2: Rest
  • (A) Empty
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift
  • (A) Flight Speed IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (17) Miracle - +Recovery: Level 40
Level 2: Stamina
  • (A) Performance Shifter - EndMod: Level 50
  • (23) Performance Shifter - EndMod/Recharge: Level 50
  • (50) Performance Shifter - Chance for +End: Level 50
------------
Set Bonus Totals:
  • 20.5% DamageBuff(Smashing)
  • 20.5% DamageBuff(Lethal)
  • 20.5% DamageBuff(Fire)
  • 20.5% DamageBuff(Cold)
  • 20.5% DamageBuff(Energy)
  • 20.5% DamageBuff(Negative)
  • 20.5% DamageBuff(Toxic)
  • 20.5% DamageBuff(Psionic)
  • 7.5% Defense(Energy)
  • 7.5% Defense(Negative)
  • 7.5% Defense(Ranged)
  • 2.25% Max End
  • 4% Enhancement(Confused)
  • 123.75% Enhancement(RechargeTime)
  • 30% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 5% FlySpeed
  • 72.49 HP (7.127%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 12.15%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 7.2%
  • 17.5% (0.292 End/sec) Recovery
  • 42% (1.783 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 8.82% Resistance(Fire)
  • 8.82% Resistance(Cold)
  • 5% RunSpeed
------------
Set Bonuses:
Basilisk's Gaze
(Blind)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Doctored Wounds
(Radiant Aura)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Decimation
(Spectral Wounds)
  • MezResist(Immobilize) 2.75%
  • 11.45 HP (1.125%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Efficacy Adaptor
(Accelerate Metabolism)
  • 11.45 HP (1.125%) HitPoints
  • 1.5% (0.025 End/sec) Recovery
  • 10% (0.425 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Hover)
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(Hover)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Superior Invisibility)
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(Superior Invisibility)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Coercive Persuasion
(Deceive)
  • 4% (0.067 End/sec) Recovery
  • 4% Enhancement(Confused)
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
  • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
Blessing of the Zephyr
(Fly)
  • Knockback,Knockup protection (Mag 4)
Expedient Reinforcement
(Phantom Army)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Soulbound Allegiance
(Phantom Army)
  • 16% (0.679 HP/sec) Regeneration
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Blessing of the Zephyr
(Super Speed)
  • Knockback,Knockup protection (Mag 4)
Expedient Reinforcement
(Phantasm)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Unbreakable Constraint
(Flash)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Basilisk's Gaze
(EM Pulse)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Apocalypse
(Fire Blast)
  • 16% (0.679 HP/sec) Regeneration
  • 30.52 HP (3.001%) HitPoints
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Absolute Amazement
(Rise of the Phoenix)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Winter's Gift
(Teleport)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Luck of the Gambler
(Group Invisibility)
  • 7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.08 HP (1.876%) HitPoints

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1623;766;1532;HEX;|
|78DAA594594F135114C7EFEDB4D46EB405CB5E282D9B205D5CE29A908880480B150|
|84F2C8E30D0496ADBB425D1373F00EE0F1897B8EB839FC0F835DC1E4CFC040AEAB3|
|C1B35C28491F9DB4FFDFF4CCF99FBB9D69EADA79B710378684F40D67F5526969389|
|F2B17F3D9AC51B4A5F43573D93396CFE7D64BA1093D930B1DB10B21229594DDECE8|
|7836BB5E32F3B9DD40785FCEB9F5D5D5E8B4BE62EA65CC18B96A9630D53F9ECB184|
|523578EEEDEB8D27928359A35D7326527DDCF140C63C54BB749435F318AA58C59A8|
|A3DFB346D628E48B652AEA1F2998CBD151B3682CA5F452D9285E6F82891E87EF332|
|9D4B563131F2D420485E513E30BC1FA95711652AC9AA809021362B262B38A0989A1|
|9A24E1408A3149704E119E824A358ADC04F40AE70382FB21E311A1F631430D96068|
|F26D9A66D58B052D34DC62D42CB6DC61D42EC2EC1018760532E5B80C66F77123ADD|
|0C0FA1AB9610F3125E82DA95CBCEAE3676B5B1AB9D5D317625D8F51CD4A116E698A|
|7E17B17188B84FE25C665C2A04EC04D71F15816D7095E6B97E2A0A20B56E1E1CAC2|
|F38D6C610879D926BD03740E3EC66B88FAD534FC5B945CB7CDF84D38F8873144480|
|C1366C055AF86A86FA1429720145043043A29D4C0F0C3E08DEA4923EF4FEF5F81AD|
|F1067E34AB32CDDFE9491D24B7AAE456F6B7332276B470729097F516123B542F75F|
|0E4433CF9D02F06AFA1739B2ABC80F4B04A0F8FD093C828638C7181D0354E9883F4|
|6E4ED7BAB9B37B3E33B8C17BB8C15F6A42F4A9B27D83643D1465C418713EC904E11|
|D9CCD804A1F98A0D0E12423C598E4139FE26E806547D5B2A3AD1A865EC1C4E22A14|
|570D67DD7BABE00397486244AA8846A5D2D6BD7749484A0A566CFF75BD77EFD6714|
|C3B416751D2287328F3280B288B283ACA159465949D0F7B6EEF499CD02994D32867|
|50023E900DCCB4BB405C286E140F4A2D8A17C587528FD282F20465C701664DADF00|
|7D4906A4B64845AE2E7FE501F85B62A2129E768777D1725FEB96C579E58E43DDAD2|
|86FBFC5A6C12E255A7D05F154954458E55458E56452A5BFD0F47BF354F|
|-------------------------------------------------------------------|


 

Posted

Overall, it is a nice build. You have perma-PA with room to spare. It won't be cheap, however, with all those purple sets. You made some choices differently than I would, but there is nothing wrong with those choices. You have some Defense . . . about 21% Ranged. If you are going to go for a Defense build, more would be a lot more useful. I've never been a huge fan of Leadership on an Ill/Rad, but it is not a bad choice -- just a personal preference.

One small change is that you may want to trade Group Invis for Combat Jumping -- a little bit more defense and Immob protection. A couple of choices you made are things I would miss . . . the AoE Damage of Fireball, for example. I would take and slot Fireball long before Rise of the Phoenix. Fireball adds a decent amount of damage on those large, fast moving teams -- it is a power I use constantly after the aggro has been grabbed by PA or teammates. Also, Fireball can be really handy, for example, when doing Tip Missions. If I'm out of Tips, I can go to Talos and kill large groups with one shot of Fireball. Ill/Rad is lacking in AoE damage, so having an AoE damage power is nice.

There are really a lot of options. Assuming you are really going for some decent amount of Defense, I played around with your build and got your Smashing/Lethal Defense up to about 35.4% with a few changes, but it might have some serious endurance issues unless you use the Cardiac Incarnate. It also traded the Fire APP for Ice to get the Ice Shield, and I replaced Rise of the Phoenix with Frost Breath. I also replaced Group Invis with Combat Jumping for a little bit extra Defense. CJ also gives some Immob protection, which is nice to have -- but it meant giving up Recall Friend.

But that certainly is not necessary. I see too many builds posted on the forums today where folks seem to think that softcapping Defense is essential, and especially for an Ill/Rad, it is not. At the other end of the spectrum is the "all team support" build, taking every team-friendly power and relying upon teammates to do all the damage. I prefer a build that is more all-purpose.


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

Just found this guide. Pretty amazing work, Local Man! Making me want to revisit my 50 Ill/Rad whom I haven't played in ages.

Question on APPs: it seems to me that Mako's Leviathan Mastery PPP might actually be a pretty good choice. You get Water Spout, which does good damage against single targets (like AVs, Pylons) and can be -RES slotted, as well as Hibernate (good Oh Crap button) and Bile Spray -- for some more tasty AOE goodness.

Thoughts on how this would play, or how you would slot them in your build to replace Fire APP?

I know you like single-target blasts so maybe that's enough to discount Mako's PPP for you. What single-target chain do you run?

Thx.

GA


 

Posted

Quote:
Originally Posted by Granite Agent View Post
Just found this guide. Pretty amazing work, Local Man! Making me want to revisit my 50 Ill/Rad whom I haven't played in ages.

Question on APPs: it seems to me that Mako's Leviathan Mastery PPP might actually be a pretty good choice. You get Water Spout, which does good damage against single targets (like AVs, Pylons) and can be -RES slotted, as well as Hibernate (good Oh Crap button) and Bile Spray -- for some more tasty AOE goodness.

Thoughts on how this would play, or how you would slot them in your build to replace Fire APP?

I know you like single-target blasts so maybe that's enough to discount Mako's PPP for you. What single-target chain do you run?

Thx.

GA
As I said in a previous post to this "getting really long" thread (so I can't blame anyone for not having read all of it), I have not yet had any personal experience with the PPP sets. (Too many alts, not enough time.) I've looked at the numbers some, but I don't have any personal experience with them yet. I HAVE tried out all of the Controller APP sets, so I can discuss my personal experience with those.

I currently have 4 Illusion controllers at level 50, with a few more in higher levels. Easily the most used APP power for all of them is the single-target blast. My Ill/Rad and Ill/TA use Fire, and my Ill/Storm and Ill/Cold use Ice. I find that my single target attack chain of Blind-Spectral Wounds-Blast-Spectral Wounds is fast and pretty seamless with a good amount of Recharge . . . there's a little bit of a gap before I can get the Recharge up there, but that can be filled with the AoE attack. Add in the additional benefit of a different damage type that is rarely resisted. That chain puts out a pretty good amount of damage. A minion goes down in one chain or less. A Lieutenant is down in less than two chains. I'm not usually a "DPS/DPA Min/Max" kind of guy, but it does a great job of doing damage to foes quickly, before the Illusory Damage heals back.

And that's why a fast attack chain is so important . . . the Illusory Damage. Kill the foe before the heal-back, and you keep the damage. That adds up to a big increase in the total damage you can do. That's why I recommend taking out minions and Lts. first, since bosses will take longer to take down and will probably last long enough for some of the heal-back. Since Illusion's PA is probably the best "control power" in the game for controlling multiple bosses (and AVs and EBs) in one shot, it is easy to save the Bosses for last.

I'm not sure that Mako's PPP provides much of an improvement over the Ice APP. Ice has a fast single target blast, Hibernate, an AoE cone, a Defense-based armor and a targetted AoE damage power. But I haven't tried the Mako set yet.

Most folks interested in the PPP sets are aiming towards Mace. Poisonous Ray is a single target blast, but Recharges in 24 seconds compared to 8. With a lot of Recharge, you still can't get PoiRay to Recharge quite fast enough. You would have to give up the single target attack chain, but PoiRay adds about 18% -Resistance. Some folks feel that the trade off is worth it. Most folks seem to be interested mainly in getting an additional pet from this set.

I'll probably try out the PPP sets someday. But I suspect that I will prefer the fast single target blast from the APP sets over the PPP sets.


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