A Local Guide to Ill/Rad Controllers


Agent White

 

Posted

Okay, I do understand that if one is controlling correctly depending on most of any situations, defense is not needed. However, I do plan on playing this toon specifically for solo purposes (not pvp) and too assist with teamswhere an alternative build can be created for team friendly powers.

After checking the market ... like after 4 months absences, the prices are too extreme. I remember when I can get 2 full sets like an Armegeddon and Apocalypse set for 600 million. Now? One Armegeddon is popping 600 million. I know this thread isn't based on IO's but for an ill/rad critique. With that said, it matters because we can post all kinds of builds but the cost is another issue, another thraed.

Anyhow, Local Man and many others are right, Def is a big issue not needed or can be quite a beneficial to have as well ... so, I need it for a better surviving potential.

Here is a build which will prove I know nothing on how to soft-cap Def on an ill/rad troller. I will need some help here please. Can you critique this build and offer any suggestions ... please?

OH! After playing the toon under a close-eye, the Flying Pool is not required in game style so, i'll stick with the ole-fashion combo of SS & SJ (mostly CJ during battle for the lil xtra Def.

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

Click this DataLink to open the build!

Goonus Kahn 3: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(23), Decim-Acc/EndRdx/Rchg:40(31), Decim-Acc/Dmg/Rchg:40(45), Decim-Build%:40(45), Thundr-Acc/Dmg:50(46)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(40), Dct'dW-Heal/Rchg:50(43), Dct'dW-Heal/EndRdx/Rchg:50(43), Dct'dW-Heal:50(46)
Level 2: Blind -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Rchg/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(31), Dev'n-Hold%:50(37), Thundr-Acc/Dmg:50(40)
Level 4: Accelerate Metabolism -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(5), Efficacy-EndMod/Acc/Rchg:50(5), Efficacy-Acc/Rchg:50(7), Efficacy-EndMod/Acc:50(11), Efficacy-EndMod/EndRdx:50(17)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7)
Level 8: Radiation Infection -- HO:Enzym(A), HO:Enzym(9), HO:Enzym(9)
Level 10: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(11)
Level 12: Deceive -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(13), CoPers-Acc/Conf/Rchg:50(13), CoPers-Acc/Rchg:50(15), CoPers-Conf/EndRdx:50(15), CoPers-Conf%:50(17)
Level 14: Super Speed -- Zephyr-Travel/EndRdx:50(A)
Level 16: Combat Jumping -- LkGmblr-Def/EndRdx:50(A), LkGmblr-EndRdx/Rchg:50(27), LkGmblr-Def/EndRdx/Rchg:50(29), LkGmblr-Rchg+:50(31), Ksmt-ToHit+:30(34)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(19), ExRmnt-Acc/Dmg/Rchg:50(19), ExRmnt-EndRdx/Dmg/Rchg:50(29), S'bndAl-Acc/Dmg/Rchg:50(34), S'bndAl-Build%:50(34)
Level 20: Lingering Radiation -- Acc-I:50(A)
Level 22: Super Jump -- Zephyr-ResKB:50(A)
Level 24: Superior Invisibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-EndRdx/Rchg:50(25), LkGmblr-Def/EndRdx/Rchg:50(25), LkGmblr-Rchg+:50(27)
Level 26: Spectral Terror -- Abys-Acc/Fear/Rchg:50(A)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- TtmC'tng-ResDam/EndRdx:50(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33)
Level 35: Weave -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(36), RedFtn-EndRdx/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def:50(37), RedFtn-EndRdx:50(37)
Level 38: Flash -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(39), BasGaze-Rchg/Hold:30(39), BasGaze-Acc/EndRdx/Rchg/Hold:30(39), Lock-Acc/Hold:50(40)
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)
Level 44: Indomitable Will -- LkGmblr-Def/Rchg:50(A), LkGmblr-EndRdx/Rchg:50(45), LkGmblr-Def/EndRdx/Rchg:50(46), LkGmblr-Rchg+:50(50)
Level 47: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50)
Level 49: Assault -- EndRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth: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(50)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-End%:50(23)
------------
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)
  • 7.5% Defense(Ranged)
  • 4.5% Max End
  • 36% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 4% Enhancement(Confused)
  • 101.25% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 76.3 HP (7.503%) 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%
  • 14.5% (0.242 End/sec) Recovery
  • 56% (2.378 HP/sec) Regeneration
  • 4.095% Resistance(Fire)
  • 4.095% Resistance(Cold)
  • 5% RunSpeed
------------
Set Bonuses:
Decimation
(Spectral Wounds)
  • MezResist(Immobilize) 2.75%
  • 11.45 HP (1.125%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Doctored Wounds
(Radiant Aura)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Basilisk's Gaze
(Blind)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% 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)
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)
Luck of the Gambler
(Combat Jumping)
  • 10% (0.425 HP/sec) Regeneration
  • 11.45 HP (1.125%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
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
Blessing of the Zephyr
(Super Jump)
  • Knockback,Knockup protection (Mag 4)
Luck of the Gambler
(Superior Invisibility)
  • 10% (0.425 HP/sec) Regeneration
  • 11.45 HP (1.125%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Expedient Reinforcement
(Phantasm)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Weave)
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(Weave)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Basilisk's Gaze
(Flash)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Decimation
(Mental Blast)
  • MezResist(Immobilize) 2.75%
  • 11.45 HP (1.125%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Indomitable Will)
  • 10% (0.425 HP/sec) Regeneration
  • 11.45 HP (1.125%) HitPoints (Exceeded 5 Bonus Cap)
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Positron's Blast
(Psionic Tornado)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.08 HP (1.876%) HitPoints
  • 2.5% (0.042 End/sec) Recovery



Code:
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Thanks again folks


 

Posted

Taking a look at your build, I see you have done a number of things differently that I would, but that's a matter of personal choice. I have a few comments:

Blind: I don't think that the Devastation Chance for Hold is nearly as beneficial as adding Damage (or even more control, but I think Damage is needed more). Here's why -- that proc has only a 15% chance to hit, assuming Blind hits. On its own, Blind will hold minions and lieutenants, so the proc will do nothing for them. It may show its Tesla Cage animation, but those foes would have been held anyway. Blind also has a 20% chance to add an extra 1 Mag. So of the boss-level foes hit by Blind, 20% will be held by Blind alone. So, the only way the proc will provide any benefit whatsoever is the 15% chance of hitting the 80% of bosses that weren't held by Blind. That's a pretty small actual benefit, even though it looks like it is doing more when the Tesla Cage shows up on foes who would have been held anyway.

Now compare that to slotting Damage, where it will provide a benefit by doing damage to 100% of the foes hit. Seems like a pretty easy choice. I suggest filling out those last two slots in Blind with an Acc/Dam Hami-O and a common Damage IO.

You have tried to add a lot of Defense into this build, devoting a lot of slots to powers like Combat Jumping and Weave. As a result, you skipped some nice utility powers like EM Pulse, Mutation, Recall Friend. You have 24.3% Ranged Defense, which is OK if you want to go that way. But you took the Psi APP, and took Idomidable Will slotted with a Defense set, when it only provides Defense to Psi. To me, if you really want to go with Defense, you want defense to the most common kind of damage. Taking your exact build and changing only your APP to Ice Blast, Ice Armor and Frost Breath, I was able to get your Smash/Lethal Defense to 36.3% -- which is going to be a heck of a lot better. Yeah, you lose mez protection, but you gain slightly faster blast, a different damage type (for those Psi-resistant foes) and a lot of Defense to the most common damage type. If you want a Defense build, I suggest you consider changing to the Ice APP.

You are going to have a HUGE problem with Endurance. If you run all or even most of those toggles and try to do anything else, you will chew through your blue bar in no time. You will have no choice but to go with the Cardiac Boost to try to reduce your endurance usage. Even then, you may have problems.


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

Okay, this is the build I will go with. Local man you are sound as always with good advice and suggestions. So this build here will really depend on my skill to play it vs. needing soft-capped Def to strategically survive an onslaught while solo. So I've dropped the Fighting Pool. Manuevers is only a slot mule and won't be toggled if need be.

Thanks to everyone's help, I am ready to strip the trainers away and load up the real deal.

Here's the build I will use.

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

Click this DataLink to open the build!

Goonus Kahn For Real: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Spectral Wounds

  • (A) Decimation - Accuracy/Damage: Level 40
  • (15) Decimation - Damage/Endurance: Level 40
  • (15) Decimation - Accuracy/Endurance/Recharge: Level 40
  • (27) Decimation - Accuracy/Damage/Recharge: Level 40
  • (34) Decimation - Chance of Build Up: Level 40
  • (36) HamiO:Nucleolus Exposure
Level 1: Radiant Aura
  • (A) Doctored Wounds - Heal/Endurance: Level 50
  • (46) Doctored Wounds - Endurance/Recharge: Level 50
  • (46) Doctored Wounds - Heal/Recharge: Level 50
  • (46) Doctored Wounds - Heal/Endurance/Recharge: Level 50
  • (50) Doctored Wounds - Heal: Level 50
Level 2: Blind
  • (A) Unbreakable Constraint - Hold/Recharge: Level 50
  • (40) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
  • (40) Unbreakable Constraint - Accuracy/Recharge: Level 50
  • (43) Unbreakable Constraint - Endurance/Hold: Level 50
  • (43) Unbreakable Constraint - Chance for Smashing Damage: Level 50
Level 4: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod: Level 50
  • (5) Efficacy Adaptor - EndMod/Recharge: Level 50
  • (5) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
  • (7) Efficacy Adaptor - Accuracy/Recharge: Level 50
  • (39) Efficacy Adaptor - EndMod/Accuracy: Level 50
  • (39) Efficacy Adaptor - EndMod/Endurance: Level 50
Level 6: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (7) Recharge Reduction IO: Level 50
Level 8: Deceive
  • (A) Coercive Persuasion - Confused: Level 50
  • (9) Coercive Persuasion - Confused/Recharge: Level 50
  • (9) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
  • (37) Coercive Persuasion - Accuracy/Recharge: Level 50
  • (37) Coercive Persuasion - Confused/Endurance: Level 50
  • (39) Coercive Persuasion - Contagious Confusion: Level 50
Level 10: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (11) Red Fortune - Defense/Endurance: Level 50
  • (11) Red Fortune - Endurance/Recharge: Level 50
  • (17) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (36) Red Fortune - Defense: Level 50
  • (36) Red Fortune - Endurance: Level 50
Level 12: Radiation Infection
  • (A) HamiO:Enzyme Exposure
  • (13) HamiO:Enzyme Exposure
  • (13) HamiO:Enzyme Exposure
Level 14: Super Speed
  • (A) HamiO:Microfilament Exposure
Level 16: Enervating Field
  • (A) Endurance Reduction IO: Level 50
  • (17) Endurance Reduction IO: Level 50
Level 18: Phantom Army
  • (A) Expedient Reinforcement - Accuracy/Damage: Level 50
  • (19) Expedient Reinforcement - Damage/Endurance: Level 50
  • (19) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
  • (29) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
  • (29) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
  • (34) Soulbound Allegiance - Accuracy/Recharge: Level 50
Level 20: Lingering Radiation
  • (A) Impeded Swiftness - Accuracy/Slow: Level 30
  • (21) Tempered Readiness - Accuracy/Slow: Level 50
  • (21) Pacing of the Turtle - Accuracy/Slow: Level 50
Level 22: Superior Invisibility
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (23) Red Fortune - Defense/Endurance: Level 50
  • (23) Red Fortune - Endurance/Recharge: Level 50
  • (25) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (25) Red Fortune - Defense: Level 50
  • (50) Red Fortune - Endurance: Level 50
Level 24: Group Invisibility
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 26: Spectral Terror
  • (A) Accuracy IO: Level 50
Level 28: Super Jump
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 30: Flash
  • (A) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (31) Basilisk's Gaze - Recharge/Hold: Level 30
  • (31) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
  • (31) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
Level 32: Phantasm
  • (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
  • (33) Expedient Reinforcement - Accuracy/Damage: Level 50
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
  • (33) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
  • (34) Call to Arms - Accuracy/Damage/Recharge: Level 30
Level 35: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (37) Kismet - Accuracy +6%: Level 30
Level 38: Recall Friend
  • (A) Winter's Gift - Slow Resistance (20%): Level 50
Level 41: Ice 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: Frozen Armor
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (45) Luck of the Gambler - Endurance/Recharge: Level 50
  • (45) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
  • (45) Luck of the Gambler - Recharge Speed: Level 50
Level 47: Frost Breath
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (48) Positron's Blast - Damage/Recharge: Level 50
  • (48) Positron's Blast - Damage/Range: Level 50
  • (48) Positron's Blast - Accuracy/Damage/Endurance: Level 50
  • (50) Positron's Blast - Chance of Damage(Energy): Level 50
Level 49: Hibernate
  • (A) Recharge Reduction IO: 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) Run Speed IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Health
  • (A) Miracle - +Recovery: Level 40
  • (27) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 2: Stamina
  • (A) Performance Shifter - EndMod: Level 50
  • (3) Performance Shifter - EndMod/Recharge: Level 50
  • (3) Performance Shifter - EndMod/Accuracy: Level 50
  • (40) 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)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 6.25% Defense(Ranged)
  • 2.25% Max End
  • 4% Enhancement(Confused)
  • 4% Enhancement(Heal)
  • 120% Enhancement(RechargeTime)
  • 33% Enhancement(Accuracy)
  • 5% FlySpeed
  • 83.93 HP (8.253%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 12.15%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 7.2%
  • 16.5% (0.276 End/sec) Recovery
  • 52% (2.208 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 7.875% Resistance(Fire)
  • 7.875% Resistance(Cold)
  • 5% RunSpeed
------------
Set Bonuses:
Decimation
(Spectral Wounds)
  • MezResist(Immobilize) 2.75%
  • 11.45 HP (1.125%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Doctored Wounds
(Radiant Aura)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Unbreakable Constraint
(Blind)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% 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)
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)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(Combat Jumping)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
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
(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)
Luck of the Gambler
(Group Invisibility)
  • 7.5% Enhancement(RechargeTime)
Blessing of the Zephyr
(Super Jump)
  • Knockback,Knockup protection (Mag 4)
Basilisk's Gaze
(Flash)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Expedient Reinforcement
(Phantasm)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Winter's Gift
(Recall Friend)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Apocalypse
(Ice Blast)
  • 16% (0.679 HP/sec) Regeneration
  • 30.52 HP (3.001%) HitPoints
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Frozen Armor)
  • 10% (0.425 HP/sec) Regeneration
  • 11.45 HP (1.125%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Positron's Blast
(Frost Breath)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.08 HP (1.876%) HitPoints
  • 2.5% (0.042 End/sec) Recovery



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

A couple more points:

Consider moving the Unbreakable Constraint set to Flash. Slot Blind with 4 Bas Gaz, plus an Acc/Dam Hami-O and a common Damage IO. You will get a lot more benefit from that, since you should be using Blind continually to set up Containment for Spectral Wounds.

Where do you get the two slots for that? Change Ling Rad to a common Accuracy and that's it. You should have enough Global Recharge and Accuracy so that a single Acc in LR will be enough.

Do you really need that Micro in Super Speed? I recently sold two of them for 400 Mill, which I think is nuts. I find that a single EndRdx is enough since SS is near the speed cap on its own. A Micro seems like a lot of Infl. for very little return.


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

Using Local Man's build above, I ran a Pylon last night in about 7 mins 42 sec.

I think my primary lack of DPS was the fact that Phantasm kept running up to stand next to the pylon, and would die to the splash damage from the Pylon's attacks hitting Phantom Army.

I was hanging back a ways -- wish Phanty would have stayed back with me. Any tips on making him stay at range?


 

Posted

Quote:
Originally Posted by Local_Man View Post
A couple more points:

Consider moving the Unbreakable Constraint set to Flash. Slot Blind with 4 Bas Gaz, plus an Acc/Dam Hami-O and a common Damage IO. You will get a lot more benefit from that, since you should be using Blind continually to set up Containment for Spectral Wounds.

Where do you get the two slots for that? Change Ling Rad to a common Accuracy and that's it. You should have enough Global Recharge and Accuracy so that a single Acc in LR will be enough.

Do you really need that Micro in Super Speed? I recently sold two of them for 400 Mill, which I think is nuts. I find that a single EndRdx is enough since SS is near the speed cap on its own. A Micro seems like a lot of Infl. for very little return.
Wow, thats amazing plus like you said,I would be adding some damage into Blind as well.

Well for Ling Rad, I've used it on few Ltnts and it seemed it didn't slow them at all so I thought if I 3 slot it and franken slot them with acc/slow from three different slow sets, it would show some slow activity in progress. I may rethink that and one slot it too.

Well ... =D LOL For the Micro, I have one sitting in the base so I figured I'l slot it up but now that you have mentioned that there on the speed cap and all, I may respec out of that. Another reason why I may respec is that ss & cj combo with this kind of AT troller doesn't feel complete. I've read what you have said about fly & hover being your favorite on your ill/rad, ... I'm beginning to feel the same on that matter too. So when I respec, I may have an additional 400 mill =D.

Right now, I have the pets, stamina, Enerv Field and hasten slotted and took it out on a test run, PA does decent amount of damage and thats without my Rad toggles (not yet slotted).

On the overall, for the past 4 years, I do NOT know why in the HECK I didn't make one of these AT's before. It is beginning to grow on me very strong this AT type. I am most definitely loving this toon already. Now thinking onmaking 2 more, ill/TA and ill/cold.... YES!

I will retweak another build with the Flight pool and post it up. Also noticed that the way that I do play this troller, Defense is not needed altho i do get mezzed a bit here and there (without IW) but not as much often now since I hit them w/out aggroing the mob.


 

Posted

waiting that the thing is fixed for all pets (all of them are running in melee)


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 vernichterhelge View Post
waiting that the thing is fixed for all pets (all of them are running in melee)
I think so cause my PA were hitting runaway targets with range.


 

Posted

My new build with the Flight Pool. As I progress with this toon and do seem to be lacking some Def on the solo, I will aim for that same build too that Local Man posted with the Poison Ray Villain Epic later on.

Here it is:

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

Click this DataLink to open the build!

Goonus Kahn Respec: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Spectral Wounds

  • (A) Decimation - Accuracy/Damage: Level 40
  • (15) Decimation - Damage/Endurance: Level 40
  • (27) Decimation - Damage/Recharge: Level 40
  • (27) Decimation - Accuracy/Endurance/Recharge: Level 40
  • (36) Decimation - Chance of Build Up: Level 40
  • (36) HamiO:Nucleolus Exposure
Level 1: Radiant Aura
  • (A) Doctored Wounds - Heal/Endurance: Level 50
  • (37) Doctored Wounds - Endurance/Recharge: Level 50
  • (46) Doctored Wounds - Heal/Recharge: Level 50
  • (46) Doctored Wounds - Heal/Endurance/Recharge: Level 50
  • (50) Doctored Wounds - Heal: Level 50
Level 2: Blind
  • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
  • (43) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (43) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
  • (46) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
  • (50) HamiO:Nucleolus Exposure
Level 4: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod: Level 50
  • (7) Efficacy Adaptor - EndMod/Recharge: Level 50
  • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
  • (40) Efficacy Adaptor - Accuracy/Recharge: Level 50
  • (40) Efficacy Adaptor - EndMod/Accuracy: Level 50
  • (40) Efficacy Adaptor - EndMod/Endurance: Level 50
Level 6: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (7) Recharge Reduction IO: Level 50
Level 8: Deceive
  • (A) Coercive Persuasion - Confused: Level 50
  • (9) Coercive Persuasion - Confused/Recharge: Level 50
  • (9) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
  • (37) Coercive Persuasion - Accuracy/Recharge: Level 50
  • (37) Coercive Persuasion - Confused/Endurance: Level 50
  • (39) Coercive Persuasion - Contagious Confusion: Level 50
Level 10: Radiation Infection
  • (A) HamiO:Enzyme Exposure
  • (11) HamiO:Enzyme Exposure
  • (11) HamiO:Enzyme Exposure
Level 12: Hover
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (13) Red Fortune - Defense/Endurance: Level 50
  • (13) Red Fortune - Endurance/Recharge: Level 50
  • (15) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (17) Red Fortune - Defense: Level 50
  • (17) Red Fortune - Endurance: Level 50
Level 14: Fly
  • (A) Endurance Reduction IO: Level 50
Level 16: Group Invisibility
  • (A) Luck of the Gambler - Recharge Speed: 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
  • (34) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
  • (36) Call to Arms - Accuracy/Damage/Recharge: Level 30
Level 20: Lingering Radiation
  • (A) Impeded Swiftness - Accuracy/Slow: Level 30
  • (21) Tempered Readiness - Accuracy/Slow: Level 50
  • (21) Pacing of the Turtle - Accuracy/Slow: Level 50
Level 22: Superior Invisibility
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (23) Red Fortune - Defense/Endurance: Level 50
  • (23) Red Fortune - Endurance/Recharge: Level 50
  • (25) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (29) Red Fortune - Defense: Level 50
  • (29) Red Fortune - Endurance: Level 50
Level 24: Enervating Field
  • (A) Endurance Reduction IO: Level 50
  • (25) Endurance Reduction IO: Level 50
Level 26: Spectral Terror
  • (A) Nightmare - Accuracy/Fear/Recharge: Level 50
Level 28: Super Speed
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 30: Flash
  • (A) Unbreakable Constraint - Hold/Recharge: Level 50
  • (31) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
  • (31) Unbreakable Constraint - Accuracy/Recharge: Level 50
  • (31) Unbreakable Constraint - Endurance/Hold: Level 50
  • (34) Unbreakable Constraint - Chance for Smashing Damage: Level 50
Level 32: Phantasm
  • (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
  • (33) Expedient Reinforcement - Accuracy/Damage: Level 50
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
  • (33) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
  • (34) Call to Arms - Accuracy/Damage/Recharge: Level 30
Level 35: Teleport
  • (A) Winter's Gift - Slow Resistance (20%): Level 50
Level 38: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (39) Kismet - Accuracy +6%: Level 30
Level 41: Ice Blast
  • (A) Decimation - Accuracy/Damage: Level 40
  • (42) Decimation - Damage/Endurance: Level 40
  • (42) Decimation - Damage/Recharge: Level 40
  • (42) Decimation - Accuracy/Endurance/Recharge: Level 40
  • (43) Decimation - Accuracy/Damage/Recharge: Level 40
Level 44: Frozen Armor
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (45) Luck of the Gambler - Endurance/Recharge: Level 50
  • (45) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
  • (45) Luck of the Gambler - Recharge Speed: Level 50
Level 47: Frost Breath
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (48) Positron's Blast - Damage/Endurance: Level 50
  • (48) Positron's Blast - Damage/Recharge: Level 50
  • (48) Positron's Blast - Accuracy/Damage/Endurance: Level 50
  • (50) Positron's Blast - Chance of Damage(Energy): Level 50
Level 49: Hibernate
  • (A) Recharge Reduction IO: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
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
  • (5) Miracle - +Recovery: Level 40
Level 2: Stamina
  • (A) Performance Shifter - EndMod: Level 50
  • (3) Performance Shifter - EndMod/Recharge: Level 50
  • (3) Performance Shifter - EndMod/Accuracy: Level 50
  • (5) Performance Shifter - Chance for +End: Level 50
------------
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)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 6.25% Defense(Ranged)
  • 4.5% Max End
  • 4% Enhancement(Confused)
  • 116.25% Enhancement(RechargeTime)
  • 33% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 5% FlySpeed
  • 64.86 HP (6.377%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 14.9%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 7.2%
  • 16.5% (0.276 End/sec) Recovery
  • 20% (0.849 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 7.875% Resistance(Fire)
  • 7.875% Resistance(Cold)
  • 5% RunSpeed
------------
Set Bonuses:
Decimation
(Spectral Wounds)
  • MezResist(Immobilize) 2.75%
  • 11.45 HP (1.125%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Doctored Wounds
(Radiant Aura)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Basilisk's Gaze
(Blind)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% 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)
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)
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
(Group Invisibility)
  • 7.5% Enhancement(RechargeTime)
Expedient Reinforcement
(Phantom Army)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% 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)
Blessing of the Zephyr
(Super Speed)
  • Knockback,Knockup protection (Mag 4)
Unbreakable Constraint
(Flash)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Expedient Reinforcement
(Phantasm)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Winter's Gift
(Teleport)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Decimation
(Ice Blast)
  • MezResist(Immobilize) 2.75%
  • 11.45 HP (1.125%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Frozen Armor)
  • 10% (0.425 HP/sec) Regeneration
  • 11.45 HP (1.125%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Positron's Blast
(Frost Breath)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.08 HP (1.876%) HitPoints
  • 2.5% (0.042 End/sec) Recovery



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|-------------------------------------------------------------------|


 

Posted

Quote:
Originally Posted by Granite Agent View Post
Using Local Man's build above, I ran a Pylon last night in about 7 mins 42 sec.

I think my primary lack of DPS was the fact that Phantasm kept running up to stand next to the pylon, and would die to the splash damage from the Pylon's attacks hitting Phantom Army.

I was hanging back a ways -- wish Phanty would have stayed back with me. Any tips on making him stay at range?
Phanty, like most other ranged pets in the game, have an AI bug that causes them to run into melee when they are supposed to stay at range. I PM'ed Castle about it a few months ago, and he responded saying that this was, in fact, a bug and it was "on the list" to be fixed.

This bug has certainly reduced Phanty's usefullness. My best suggestion is to try to stay at the edge of Phanty's range and hope he does not run into melee. If he does, your only hopes are (a) run in with him and keep him healed, or (b) run far enough away that you activate his "invisible leash" to break out of melee. Neither one is a good choice.


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 slot in your Alpha Slot? I am considering slotting a Musculature, as it will improve both my damage and my debuffs, but I often have some endurance problems that a Cardiac could probably fix.


 

Posted

Quote:
Originally Posted by Disappearing Man View Post
What would you slot in your Alpha Slot? I am considering slotting a Musculature, as it will improve both my damage and my debuffs, but I often have some endurance problems that a Cardiac could probably fix.
Are you already at the ED cap in your damage slotting? If so Musculature won't help much, for all practical purposes the Alpha slot adds another SO to each power that can take that type of SO and is mostly subject to ED. Look at your powers and think about what aspects are below ED cap that could be improved... then slot the Alpha accordingly.

My perma-PA Ill/Rad has Cardiac since I could make full use of another SO worth of endred in all powers, and even with lots of recovery bonuses I still had end issues in long fights. High recharge gives high end usage and most of my powers had 1-2 SO's worth of endred so I got considerable benefit from Cardiac.


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

 

Posted

Quote:
Originally Posted by Disappearing Man View Post
What would you slot in your Alpha Slot? I am considering slotting a Musculature, as it will improve both my damage and my debuffs, but I often have some endurance problems that a Cardiac could probably fix.
There is no "right answer." As CMA indicated, it really depends on your build and your needs. The Alpha Slot boost will provide the most benefit to an attribute that is not already capped.

My Ill/Rad has sufficient accuracy that I don't notice many misses. My damage is capped on most of my damage powers (I think Blind is the only exception.) I have good Recovery and rarely notice a drop in endurance. And my recharge is up there easily exceeding the perma-PA level.

So . . . I went with Spiritual Radial, thinking that a little bit more Recharge is always a good thing, and several of my powers other than PA are not capped to Recharge. Plus, there is that little bit of Recharge that goes over the ED cap. However, Cardiac is certainly worth considering to help when you are trying to run all those toggles.

Since the top two tiers are becomming available in less than 30 days, we can look at the other benefits from the various options in the Alpha slot for an Ill/Rad:

Cardiac offers EndRdx (good), Range (meh), Resistance (good if you have the resistance shield), Fear (can help Spooky, so OK), Sleep (mostly useless) and Intangibility (useless).

Musculature offers Damage (good, mostly for the part over the ED cap), Immob (useless), Defense Debuff (helps RI, but my slotting is at ED cap and more doesn't really add much), EndMod (AM and Stamina? could be helpful), RunSpeed (meh) and ToHit Debuff (in RI, good. The ToHit Debuff in Spooky cannot be enhanced.)

Nerve offers Accuracy (Kind of OK, might be helpful for those high level TFs), Hold (good, since none of my Holds are capped), Defense Buffs (good for a Defense build, meh otherwise), Taunt (useless), Confuse (OK, but I have enough already), FlySpeed (only useful for Hover).

Spiritual offers Recharge (more is always good!), Stun (usless except for an epic set with Stun like Earth APP), Heal (OK for the part above ED cap for RA and Health), Slow (Good! I have LR with only an Accuracy so this will help), Jump (OK, nice to have), ToHit Debuff (in RI, good. The ToHit Debuff in Spooky cannot be enhanced.)

Overall, I think the Spiritual set has the most benefit for me. However, I may try to work up a Cardiac to have on hand if I start to have endurance issues.


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 must say, I .... AM .... LOOVVIINNGG MY ILL/RAD TROLLER!!!! The troller is my favorite of all regardless.

Anyway, it may be time to respec it again. But before I do, need to know how will the, "Achile Heel's Proc" proc off in Radiation Infection Toggle? Will the chance to tick, tick every so and so seconds on Radiation Infection since it is a toggle? Or will the chance goes off by % when I click on the toggle?

And too, I see that some put a Chance for Build Up from Soulbound Allegiance in their builds on PA with a combo of another Soulbound Allegiance Acc/Dam/Rech for that additional 16% added Regen. Now that said since PA is not a toggle, a very long recharge wich lessens the chance for BU, why is it viable on a non-toggle and on a long recharging power besides the additional added bonus of Regen?

Also, I decided to go with the Incarnate Musculature for the extra damage - and it modiefies Immobilization Duration, Defense Debuff, Endurance Modification. Is this viable for an ill/rad vs other Incarnate abilities?

New: Now that I've read the good, the bad and the ugly from Local Man's point of view on why to choose what type of Incarnate for an ill/rad, I may either go with Spiritual or cardiac. Reason why I thought of aiming for Masculature is because of alll the red inspirs I tend to get and it seems what ever I am lacking in, the inspir drop inspires me, (at least the NPC engine is telling me thats what I am lacking during missions because I gets a boat load of them).

http://paragonwiki.com/wiki/Alpha_Slot_Abilities

Thanx =D


 

Posted

Okay here is the ideal respec build. Now I've mentioned before that the Def Sheild is hardly toggled when I am playing so even when it is, it don't take much to take me out but if played right (Another reason I love this toon) I don't if even ever get hit nor targetted by my villain mobs (PVE). So instead of the Ice Shields, decided to go with another debuffing attack, Ice Storm with a 25' radius which is decent enough which also not slows them but does DoT of a period of time. Can't perma that baby but I got many other toys to play with while recharging. It recharges in 21 sec after duration wears off.

Did I say how much I love this AT type? OH! Okay

Well here it is:

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

Click this DataLink to open the build!

Goonus Kahn Respec 2: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Spectral Wounds

  • (A) Decimation - Accuracy/Damage: Level 40
  • (13) Decimation - Damage/Endurance: Level 40
  • (46) Decimation - Damage/Recharge: Level 40
  • (46) Decimation - Accuracy/Endurance/Recharge: Level 40
  • (50) Decimation - Accuracy/Damage/Recharge: Level 40
  • (50) HamiO:Nucleolus Exposure
Level 1: Radiant Aura
  • (A) Doctored Wounds - Heal/Endurance: Level 50
  • (40) Doctored Wounds - Endurance/Recharge: Level 50
  • (40) Doctored Wounds - Heal/Recharge: Level 50
  • (43) Doctored Wounds - Heal/Endurance/Recharge: Level 50
  • (43) Doctored Wounds - Heal: Level 50
Level 2: Deceive
  • (A) Coercive Persuasion - Confused: Level 50
  • (3) Coercive Persuasion - Confused/Recharge: Level 50
  • (3) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
  • (37) Coercive Persuasion - Accuracy/Recharge: Level 50
  • (37) Coercive Persuasion - Confused/Endurance: Level 50
  • (37) Coercive Persuasion - Contagious Confusion: Level 50
Level 4: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod: Level 50
  • (5) Efficacy Adaptor - EndMod/Recharge: Level 50
  • (5) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
  • (34) Efficacy Adaptor - Accuracy/Recharge: Level 50
  • (36) Efficacy Adaptor - EndMod/Accuracy: Level 50
  • (36) Efficacy Adaptor - EndMod/Endurance: Level 50
Level 6: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (7) Recharge Reduction IO: Level 50
Level 8: Blind
  • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
  • (9) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (9) Basilisk's Gaze - Recharge/Hold: Level 30
  • (17) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
  • (29) HamiO:Nucleolus Exposure
  • (29) Damage Increase IO: Level 50
Level 10: Radiation Infection
  • (A) HamiO:Enzyme Exposure
  • (11) HamiO:Enzyme Exposure
  • (11) HamiO:Enzyme Exposure
  • (15) Achilles' Heel - Chance for Res Debuff: Level 20
Level 12: Hover
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (39) Luck of the Gambler - Endurance/Recharge: Level 50
  • (39) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
  • (39) Luck of the Gambler - Recharge Speed: Level 50
Level 14: Fly
  • (A) Endurance Reduction IO: Level 50
Level 16: Enervating Field
  • (A) Endurance Reduction IO: Level 50
  • (17) Endurance 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
  • (25) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
  • (27) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
  • (27) Soulbound Allegiance - Chance for Build Up: Level 50
Level 20: Lingering Radiation
  • (A) Impeded Swiftness - Accuracy/Slow: Level 30
  • (21) Tempered Readiness - Accuracy/Slow: Level 50
  • (21) Pacing of the Turtle - Accuracy/Slow: Level 50
Level 22: Superior Invisibility
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (23) Luck of the Gambler - Endurance/Recharge: Level 50
  • (23) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
  • (25) Luck of the Gambler - Recharge Speed: Level 50
Level 24: Group Invisibility
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 26: Spectral Terror
  • (A) Nightmare - Accuracy/Fear/Recharge: Level 50
Level 28: Super Speed
  • (A) Winter's Gift - Slow Resistance (20%): Level 50
Level 30: Flash
  • (A) Unbreakable Constraint - Hold/Recharge: Level 50
  • (31) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
  • (31) Unbreakable Constraint - Accuracy/Recharge: Level 50
  • (31) Unbreakable Constraint - Endurance/Hold: Level 50
  • (34) Unbreakable Constraint - Chance for Smashing Damage: Level 50
Level 32: Phantasm
  • (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
  • (33) Expedient Reinforcement - Accuracy/Damage: Level 50
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
  • (33) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
  • (34) Call to Arms - Endurance/Damage/Recharge: Level 30
Level 35: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (36) Kismet - Accuracy +6%: Level 30
Level 38: Grant Invisibility
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 41: Ice Blast
  • (A) Decimation - Accuracy/Damage: Level 40
  • (42) Decimation - Damage/Endurance: Level 40
  • (42) Decimation - Damage/Recharge: Level 40
  • (42) Decimation - Accuracy/Endurance/Recharge: Level 40
  • (43) Decimation - Accuracy/Damage/Recharge: Level 40
Level 44: Frost Breath
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (45) Positron's Blast - Damage/Endurance: Level 50
  • (45) Positron's Blast - Damage/Recharge: Level 50
  • (45) Positron's Blast - Accuracy/Damage/Endurance: Level 50
  • (46) Positron's Blast - Chance of Damage(Energy): Level 50
Level 47: Ice Storm
  • (A) Tempered Readiness - Accuracy/Slow: Level 50
  • (48) Tempered Readiness - Damage/Slow: Level 50
  • (48) Tempered Readiness - Range/Slow: Level 50
  • (48) Tempered Readiness - Endurance/Recharge/Slow: Level 50
  • (50) Tempered Readiness - Accuracy/Damage/Slow: Level 50
Level 49: Hibernate
  • (A) Recharge Reduction IO: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Unbounded Leap - +Stealth: Level 50
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
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) Miracle - +Recovery: Level 40
  • (40) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 2: Stamina
  • (A) Performance Shifter - EndMod: Level 50
  • (7) Performance Shifter - EndMod/Recharge: Level 50
  • (13) Performance Shifter - EndMod/Accuracy: Level 50
  • (15) Performance Shifter - Chance for +End: Level 50
------------
Set Bonus Totals:
  • 12.5% DamageBuff(Smashing)
  • 12.5% DamageBuff(Lethal)
  • 12.5% DamageBuff(Fire)
  • 12.5% DamageBuff(Cold)
  • 12.5% DamageBuff(Energy)
  • 12.5% DamageBuff(Negative)
  • 12.5% DamageBuff(Toxic)
  • 12.5% DamageBuff(Psionic)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 6.25% Defense(Ranged)
  • 5.4% Max End
  • 1.5% Enhancement(JumpSpeed)
  • 4% Enhancement(Confused)
  • 1.5% Enhancement(JumpHeight)
  • 42% Enhancement(Accuracy)
  • 110% Enhancement(RechargeTime)
  • 1.5% Enhancement(RunSpeed)
  • 4% Enhancement(Heal)
  • 1.5% Enhancement(FlySpeed)
  • 5% FlySpeed
  • 76.3 HP (7.503%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 10.5%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 7.2%
  • 18% (0.301 End/sec) Recovery
  • 46% (1.953 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 5.355% Resistance(Fire)
  • 5.355% Resistance(Cold)
  • 5% RunSpeed
------------
Set Bonuses:
Decimation
(Spectral Wounds)
  • MezResist(Immobilize) 2.75%
  • 11.45 HP (1.125%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Doctored Wounds
(Radiant Aura)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 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)
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)
Basilisk's Gaze
(Blind)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Hover)
  • 10% (0.425 HP/sec) Regeneration
  • 11.45 HP (1.125%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
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
(Superior Invisibility)
  • 10% (0.425 HP/sec) Regeneration
  • 11.45 HP (1.125%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Group Invisibility)
  • 7.5% Enhancement(RechargeTime)
Winter's Gift
(Super Speed)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Unbreakable Constraint
(Flash)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Expedient Reinforcement
(Phantasm)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Grant Invisibility)
  • 7.5% Enhancement(RechargeTime)
Decimation
(Ice Blast)
  • MezResist(Immobilize) 2.75%
  • 11.45 HP (1.125%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Positron's Blast
(Frost Breath)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Tempered Readiness
(Ice Storm)
  • 1.5% (0.025 End/sec) Recovery
  • 1.5% Enhancement(Slow)
  • 0.9% Max End
  • 3.75% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.08 HP (1.876%) HitPoints
  • 2.5% (0.042 End/sec) Recovery



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Noticed: Recall friend is useful but ... tch tch tch I need that extra slot to put that 5th LoTg 7.5% global recharge in it. I know it may sound silly but .... thinking about my toon, what was I saying? [cozy smile eys half opened] Anyway ... I may go with the Spiritual Incarnate now. Extra recharge is and can be superb.

Please, feel free to critique.


 

Posted

"Another better option uses two purples in place of the last two, gives 16% Regen, and gives you higher damage for slightly less accuracy by using two of the purple Soulbound Allegiance IOs. The Chance for Build Up gives you the potential for even higher damage. Of course, you can only use this slotting at level 50. This last one is the slotting that I think is "best." The Chance for Build Up proc has a chance to activate with each attack by the PA, so three pets firing off attacks means that it hits fairly often. When it hits, the proc boosts ALL your pets, including Phantasm, so it can add some pretty good damage."


I read this paragraph in your first post and had a question on it. I slotted the Soulbound Allegiance chance for damage IO in my Phantom Army and it appears to me to only buff their damage individually, or mine sometimes after casting them. I assume this from the fact that it shows the pink "build up" buff icon next to one of the Decoys name's on the pet window and from watching their damage. I have only seen this icon on my Decoys and myself (after casting Phantom Army). Am I missing something, or have they changed SB chance for build up?



"A true hero has the strength to stand against evil
without wavering where all others despair,
even if it means standing alone."
- Kragothe Valour

 

Posted

Quote:
Originally Posted by Kragothe View Post
"Another better option uses two purples in place of the last two, gives 16% Regen, and gives you higher damage for slightly less accuracy by using two of the purple Soulbound Allegiance IOs. The Chance for Build Up gives you the potential for even higher damage. Of course, you can only use this slotting at level 50. This last one is the slotting that I think is "best." The Chance for Build Up proc has a chance to activate with each attack by the PA, so three pets firing off attacks means that it hits fairly often. When it hits, the proc boosts ALL your pets, including Phantasm, so it can add some pretty good damage."


I read this paragraph in your first post and had a question on it. I slotted the Soulbound Allegiance chance for damage IO in my Phantom Army and it appears to me to only buff their damage individually, or mine sometimes after casting them. I assume this from the fact that it shows the pink "build up" buff icon next to one of the Decoys name's on the pet window and from watching their damage. I have only seen this icon on my Decoys and myself (after casting Phantom Army). Am I missing something, or have they changed SB chance for build up?
What I included in the guide was the wisdom from numerous discussions on the forums on the effect of this proc. I logged on last night and confirmed your description of the behaviour of the little spots showing the Build Up on each of the PA. That proc fires off a LOT with PA, and it often showed a "2" on the icon suggesting that the bonus stacked -- I'm not sure if that really happens, though. I need to run for a while with Herostats to really check to see whether the build up is affecting other pets.


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

Here is my version of the Perma PA/Hasten/AM build

with Alpha slot spirital Boost it will have even more overlap on the PA and this has slightly more end to run the leadership pools for more damage and +tohit/acc

Hero Plan by Mids' Hero Designer 1.91
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: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Blind

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Accuracy/Recharge
  • (11) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (17) Basilisk's Gaze - Recharge/Hold
  • (27) HamiO:Nucleolus Exposure
  • (31) Damage Increase IO
Level 1: Radiant Aura
  • (A) Doctored Wounds - Heal/Endurance
  • (9) Doctored Wounds - Heal/Recharge
  • (34) Doctored Wounds - Heal
  • (34) Doctored Wounds - Recharge
  • (50) Doctored Wounds - Heal/Endurance/Recharge
Level 2: Spectral Wounds
  • (A) Decimation - Accuracy/Damage
  • (3) Decimation - Damage/Endurance
  • (5) Decimation - Damage/Recharge
  • (5) Decimation - Chance of Build Up
  • (31) Decimation - Accuracy/Damage/Recharge
  • (50) Thunderstrike - Accuracy/Damage/Recharge
Level 4: Deceive
  • (A) Coercive Persuasion - Confused/Recharge
  • (7) Coercive Persuasion - Accuracy/Confused/Recharge
  • (7) Coercive Persuasion - Accuracy/Recharge
  • (31) Coercive Persuasion - Confused/Endurance
  • (37) Coercive Persuasion - Contagious Confusion
Level 6: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (11) Efficacy Adaptor - EndMod/Recharge
  • (15) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (34) Efficacy Adaptor - Accuracy/Recharge
  • (40) Efficacy Adaptor - EndMod/Accuracy
  • (46) Efficacy Adaptor - EndMod/Endurance
Level 8: Superior Invisibility
  • (A) Luck of the Gambler - Recharge Speed
  • (9) Red Fortune - Defense/Endurance
  • (17) Red Fortune - Endurance/Recharge
  • (37) Red Fortune - Defense/Endurance/Recharge
  • (40) Red Fortune - Defense
  • (46) Red Fortune - Endurance
Level 10: Radiation Infection
  • (A) HamiO:Enzyme Exposure
  • (13) HamiO:Enzyme Exposure
  • (15) HamiO:Enzyme Exposure
Level 12: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (43) Karma - Knockback Protection
Level 14: Super Speed
  • (A) Endurance Reduction IO
Level 16: Mutation
  • (A) Recharge Reduction IO
Level 18: Phantom Army
  • (A) Soulbound Allegiance - Chance for Build Up
  • (19) Expedient Reinforcement - Accuracy/Recharge
  • (19) Expedient Reinforcement - Accuracy/Damage
  • (21) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (21) Expedient Reinforcement - Endurance/Damage/Recharge
  • (23) Soulbound Allegiance - Damage/Recharge
Level 20: Assault
  • (A) Endurance Reduction IO
  • (40) Endurance Reduction IO
Level 22: Tactics
  • (A) Endurance Reduction IO
Level 24: Hasten
  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
Level 26: Spectral Terror
  • (A) Unspeakable Terror - Accuracy/Recharge
  • (48) Unspeakable Terror - Endurance/Fear
  • (48) Unspeakable Terror - Fear/Range
  • (48) Unspeakable Terror - Accuracy/Fear/Recharge
  • (50) Unspeakable Terror - Disorient Bonus
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/Damage
  • (33) Expedient Reinforcement - Damage/Endurance
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (33) Expedient Reinforcement - Endurance/Damage/Recharge
  • (37) Blood Mandate - Accuracy/Damage
Level 35: Flash
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (36) Basilisk's Gaze - Accuracy/Recharge
  • (36) Basilisk's Gaze - Recharge/Hold
  • (36) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 38: EM Pulse
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (39) Basilisk's Gaze - Accuracy/Recharge
  • (39) Basilisk's Gaze - Recharge/Hold
  • (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 41: Fire Blast
  • (A) Decimation - Accuracy/Damage
  • (42) Decimation - Damage/Recharge
  • (42) Decimation - Accuracy/Endurance/Recharge
  • (42) Decimation - Accuracy/Damage/Recharge
  • (43) Decimation - Damage/Endurance
  • (43) Thunderstrike - Accuracy/Damage/Recharge
Level 44: Fire Ball
  • (A) Positron's Blast - Accuracy/Damage
  • (45) Positron's Blast - Damage/Recharge
  • (45) Positron's Blast - Damage/Range
  • (45) Positron's Blast - Accuracy/Damage/Endurance
  • (46) Positron's Blast - Chance of Damage(Energy)
Level 47: Fire Shield
  • (A) Resist Damage IO
Level 49: Rise of the Phoenix
  • (A) Damage Increase IO
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Endurance Reduction 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 - Heal
  • (13) Numina's Convalescence - Heal/Endurance
  • (23) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (25) Endurance Modification IO
  • (27) Efficacy Adaptor - EndMod/Recharge
  • (29) Efficacy Adaptor - EndMod/Accuracy


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Laserblitz
"Kicking digital a$$ and taking "trademarked by NCsoft" names since 2007"
If you see a rainbow costume or named "Emcc" it is me

 

Posted

From what I can see (I don't have access to Mids at the moment), this looks like a very good build, quite similar to my own. I have some Acc/Dam Hami-Os where you have some Thunderstrike Acc/Dam/Rech, but that difference is insignificant (and yours is cheaper unless you already had the Hami-Os sitting around, which I did).

About the only suggestion I can make is: Mutation is a fine choice, but you may want to consider Recall Friend. That is purely a personal choice, but there are lots of ways in the current game to rez people, but an Illusion Controller with Recall Friend is especially good at stealthing Missions.

Also, I would change the slotting in Stamina to 4 Performance Shifters including the proc. Or, you could put three common level 50s in Stamina, move the 4th slot to Health for a Miracle Proc and change the Numina Heal/End to the Miracle Heal. That will net you more Recovery.

I would move EF and LR earlier and move Leadership back, but that is also a personal choice. I would also move Hasten to just before PA. All that just to make exemping 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

Just got my illusion/rad to 50 and was mulling over a couple builds. Pretty standard fare with a few personal changes but nothing drastic. More importantly I'd rather hear opinons on weather not-quite-softcap defense vs. resistance shield would be more survivable, as thats the biggest difference between these.

anyway:

ill/rad/ice

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and

ill/rad/fire
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The ice epic has the bonus of not taking any filler powers and fitting 5 gambler 7.5% rech, wheras my fire build I took a mule from concealment to house one, while the build overall has I think 4. I'm also more accustomed to making builds for melee chars so If something could be done better/looks weird lemme know. Finally I debated stone epic as well, because earths embrace sounded tempting, but I would really miss the blast.


 

Posted

Both builds are pretty solid. All other things being equal, I would say Defense is better than Resistance. Additionally, Defense can help you avoid being mezzed, while Resistance cannot. Another factor is that since you took Maneuvers, you share defense with the team at the cost of a continual drain of endurance.

Ice has a single target blast almost as good as Fire and Frost Breath, a cone attack that adds some Slow. If you took it, Hibernate is a great "panic button" power.

However, Fire does more damage than Ice. Not only does the single target blast do more due to the DoT after the initial blast, but Fireball is a Targetted AoE that can hit 16 targets while Frost Breath is a cone limited to 10. Plus, I happen to like hitting things with Fireball . . . it is just plain satisfying.

I have the Fire APP on my Ill/Rad and my Ill/TA. I have the Ice APP on my Ill/Cold and my Ill/Storm. Both are great choices. The question is whether you want to trade some extra protection for extra damage. I take Fire for Fire Blast and Fireball. Rise of the Phoenix is a nice addition to the set -- The armor and Consume are OK but not great. I like those Fire attacks better than Ice Blast and Frost Breath, but Ice's secondary powers, Ice Armor and Hibernate, are better. (Ice Storm is good on some builds, but not that great for Illusion/Rad.)

One thing that might have an effect: I have Hover/Fly for travel instead of Super Speed. That lets me stay out of melee and be less likely to get hit. I can fire my attacks from range with less danger, so I can be more offensive. If you are down on the ground in melee range, you may need the higher defense.


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

Has anyone determined whether the BU proc in PA is worth it or not? Also, does anyone have a solid percentage needed in order to attain perma PA? I'm working on a build of my own (taken from LMs mids build, then adjusted to fit my personal wants/needs), hoping to get a solid idea of what I need.


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

Official Naturalized Citizen of Justice since 2007

 

Posted

Here's what I have so far. Focusing mainly on rech, with some def (mainly ranged) mixed in. Also focusing a little on Rec, so I don't have to get the Cardiac Alpha.

Oh, and I just switched the enhancements from Flash to Gladiator's Net, minus the proc.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Spectral Infection: 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: Leaping
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Blind -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(15), UbrkCons-Acc/Rchg(29), UbrkCons-EndRdx/Hold(31), Dmg-I(36)
Level 1: Radiant Aura -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(9), Panac-Heal/Rchg(17), Panac-Heal/EndRedux/Rchg(27), Panac-Heal(40)
Level 2: Spectral Wounds -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(5), Apoc-Dmg/EndRdx(5), Apoc-Dam%(29)
Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(31), CoPers-Conf%(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(50)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(9), RedFtn-EndRdx/Rchg(13), RedFtn-EndRdx(13), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(37)
Level 10: Radiation Infection -- HO:Enzym(A), HO:Enzym(11), Achilles-ResDeb%(25)
Level 12: Hover -- LkGmblr-Rchg+(A)
Level 14: Fly -- EndRdx-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Acc/Dmg/Rchg(21), S'bndAl-Build%(23)
Level 20: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 22: Lingering Radiation -- Acc-I(A)
Level 24: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(36), EoCur-Acc/Hold/Rchg(37)
Level 26: Spectral Terror -- N'mare-Acc/Rchg(A), N'mare-Acc/Fear/Rchg(36), N'mare-Acc/Fear(37)
Level 28: Recall Friend -- Zephyr-ResKB(A), Zephyr-Travel(48)
Level 30: Mutation -- RechRdx-I(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-+Res(Pets)(46)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(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: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
Level 47: Fire Shield -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
Level 49: Rise of the Phoenix -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(50)
------------
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-Heal(A), Numna-Regen/Rcvry+(46), Mrcl-Rcvry+(48), Mrcl-Heal(48)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(11)


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

Official Naturalized Citizen of Justice since 2007

 

Posted

My suggestion is that you move the Unbreakable Constraint set to Flash. Put the Baz Gaze set in Blind and add damage to complete the set. Damage in Blind really adds up since it is used as the lead-off for the attack chain.

You don't have all that much Defense, so I think that the extra slots in Recall Friend (Blessing of the Zephyr for a small Ranged Defense bonus), and Combat Jumping (extra LotG Defense) would probably be better moved to Stamina for more Recovery. The Glad Armor proc in Fire Shield isn't doing all that much, either (and it costs billions).

If you really want to add ranged Defense, the first thing to do is add the 6th slot to Deceive, as the 6th Coercive Persuasion adds 5% Ranged Defense. No one slot will give you more. However, if you are going for a Defense build, you should probably start with the Ice APP for the Smash/Lethal Defense in Ice Shield and build from there.


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 tips, LM. I used most of your tips, though I think I'ma go for Mace Mastery, since that also gives me an extra pet, an AoE attack, and a shield power (which then takes another 7.5% rech). Now I'm just trying to figure out how best to slot these powers.

Also, is 143.8% global rech (plus hasten's 70%) enough to get perma-PA? Or do I need to grab the Spiritual Alpha to round it off?


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

Official Naturalized Citizen of Justice since 2007