A Local Guide to Ill/Rad Controllers


Agent White

 

Posted

Interesting builds. Personally, I would suggest that you get single target blast from the APP set for the Blind-SW-Blast-SW attack chain. The single target blast will, when considering faster killing speed means more Illusory damage saved, will result in more total damage than the AoE damage powers. I would also take powers in a different order, with Deceive at 6, for when you exemp down. In the low levels, Deceive is far more useful than Flash.

In Blind, you can replace one of the common Damage IOs with an Acc/Dam Hami-O. You get slightly less damage for a lot more accuracy.

In Maneuvers, why not put 4 Luck of the Gambler for the additional bonuses? That 9% Global Acc helps powers like Flash hit more often. Get enough global Acc and you can easily skip Tactics and avoid that added endurance drain.

With a perma-PA build, Ling Rad works great with only an Accuracy in the default slot.

Do you really need a Run speed in Super Speed? or you could put two Zephyr in there for some more Ranged 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

First off, wonderful guide you've got here local man. Probably the best put together guide I've seen on the site.

I just thought I'd reply to something small I noted in your post 11. Your build has for it's 49 power the group invisible power essentially as a placeholder for a LOTG recharge.

If you switch the epic power pool from Fire Mastery to Psionic Mastery you can actually use Indomitable Will as the power for that same purpose, and essentially have the same build but with added intermediate Mez protection.

Granted you do loose having non psi attack powers to call upon.


 

Posted

Quote:
Originally Posted by I_trick View Post
First off, wonderful guide you've got here local man. Probably the best put together guide I've seen on the site.

I just thought I'd reply to something small I noted in your post 11. Your build has for it's 49 power the group invisible power essentially as a placeholder for a LOTG recharge.

If you switch the epic power pool from Fire Mastery to Psionic Mastery you can actually use Indomitable Will as the power for that same purpose, and essentially have the same build but with added intermediate Mez protection.

Granted you do loose having non psi attack powers to call upon.
Equally, one could use the Ice APP and slot the LotG Recharge in Ice Shield, or use the Earth APP and slot the LotG in Rock Armor, or even Mace PPP and slot it in Scorpion Shield. I wanted to keep the Fire APP for the great damage from Fire Blast and Fireball.

Mental Blast is just a little bit slower than Fire Blast and Ice Blast, and it has the same damage type as the other Illusion attacks (so anything that resists Psi will be a real pain to take down). Besides, I love the fast AoE damage from Fireball . . . it is my main kill-a-large-group-of-low-level-foes-to-get-tip-missions power. Psi Tornado just isn't as good. Plus, I don't see a strong need for mez protection -- and I feel the main reason to take the Psi APP is mez protection. (I do have the Clarion Destiny power for those times when I may need mez protection.)

Group Invis isn't really needed, as I have enough global Recharge without it. A little bit more recharge is always nice, though, and GI is a nice way to retain invisibility while not using the endurance damands from SI. Still, there are a lot of other options for that slot.


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 want to start by joining the many who have already thanked you Local. This guide is a real treasure and has sparked my interest in revamping one of my favorite characters.

Since I can't remember when I was always excited to make use of the Psi APP and can only say I am still disappointed in the lack of effectiveness in World of Confusion. What could be a highly useful power is still a waste of a selection.

With that said I still went for the Psi APP loving the tornado and I believe I have a build worth sharing. It follows the Perma PA Guide Local has shared very closely with a few differences here and there. As already noted several times during this thread yes, Mental Blast and Psionic Tornado have their drawbacks in speed and damage output compared to other attacks in the APPs but they suit my character well and ill/rad's are dangerous all the same. Looking forward to hearing your thoughts everyone!

Hero Plan by Mids' Hero Designer 1.942
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Click this DataLink to open the build!

The Ilahi: Level 50 Magic 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: Psionic Mastery

Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), Thundr-Acc/Dmg(19), Thundr-Dmg/EndRdx(40)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/EndRdx/Rchg(19)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(15), Decim-Build%(15), HO:Nucle(17)
Level 4: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Conf/EndRdx(9), CoPers-Acc/Conf/Rchg(11), CoPers-Conf%(11), CoPers-Acc/Rchg(34)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(43), Efficacy-EndMod/Acc/Rchg(43), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Acc(45), Efficacy-EndMod/EndRdx(45)
Level 8: Superior Invisibility -- RedFtn-Def(A), RedFtn-EndRdx(37), RedFtn-Def/EndRdx(37), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(46), LkGmblr-Rchg+(46)
Level 10: Radiation Infection -- HO:Enzym(A), HO:Enzym(36), HO:Enzym(45)
Level 12: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34)
Level 14: Fly -- Srng-Fly(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(21), ExRmnt-Acc/Dmg/Rchg(23), ExRmnt-EndRdx/Dmg/Rchg(23), S'bndAl-Build%(25), S'bndAl-Dmg/Rchg(25)
Level 20: Enervating Field -- EndRdx-I(A), EndRdx-I(21)
Level 22: Lingering Radiation -- Acc-I(A)
Level 24: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(39), EoCur-Acc/Hold/Rchg(39)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(31), Abys-Acc/EndRdx(31), Abys-Fear/Rng(31)
Level 28: Recall Friend -- Zephyr-ResKB(A)
Level 30: Mutation -- RechRdx-I(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), HO:Nucle(34)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(40)
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(50)
Level 44: Indomitable Will -- LkGmblr-Rchg+(A)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Group Invisibility -- LkGmblr-Rchg+(A)
Level 50: Cardiac Core Paragon
Level 0: The Atlas Medallion
Level 0: Portal Jockey
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(27), Numna-Regen/Rcvry+(27), Mrcl-Heal(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(29), EndMod-I(29)



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Posted

Overall, a very good build similar to my recommended build, but with the Psi Pool. There are a few tweeks that might provide some improvement.

In Health, replacing the Regen Tissue proc with a Numina's Health IO will add about 4% more Regen. That's because of the combination of slotting the power itself and the bonus you get from 2 Numinas.

The Soaring Fly in Fly is doing nothing. Since I-18, Fly is at the flight speed cap without any Flightspeed enhancement whatsoever. You aren't getting a set bonus from it, and the Flightspeed does nothing. You would do better slotting a common Endrdx in that slot.

Your Indomidible Will is not nearly Perma -- and I consider IW to be the main reason to take the Psi Pool. If you can put two Recharge into it, that will reduce the recharge to about 90.1 seconds, or virtually perma. The hard part is finding those two slots. You could take the Dam/End from Hover and CJ, thereby losing the extra Regen. Or you could take two slots from Spectral Terror. Your Spooky has only 4 slots . . . if you could fit a 5th slot in there, you could go with the Unspeakable Terror set for 5% Recharge -- but you don't really need it. On the other hand, that extra 5% Recharge might allow you to drop Group Invis to take Mind Over Body for a little bit of extra Resistance. That's entirely optional and each option involves trade offs.

(of course, another problem with IW is that you want it to fire off Auto, but you can only have one Auto power at a time. That means you have to manually remember to fire off both AM and Hasten whenever they are up. For Mez protection, I went with the Clarion Destiny power.)


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
In Tissue proc with a Numina's Health IO will add about 4% more Regen. That's because of the combination of slotting the power itself and the bonus you get from 2 Numinas.
I actually went with the the two Miracle based on the added recovery from the set bonus. I was weighing between regen and recov and felt more recovery would be a better fit for the toggles.

Quote:
You would do better slotting a common Endrdx in that slot.
Completely agree.

Quote:
Your Indomidible Will is not nearly Perma -- and I consider IW to be the main reason to take the Psi Pool. If you can put two Recharge into it, that will reduce the recharge to about 90.1 seconds, or virtually perma. The hard part is finding those two slots. You could take the Dam/End from Hover and CJ, thereby losing the extra Regen. Or you could take two slots from Spectral Terror. Your Spooky has only 4 slots . . . if you could fit a 5th slot in there, you could go with the Unspeakable Terror set for 5% Recharge -- but you don't really need it. On the other hand, that extra 5% Recharge might allow you to drop Group Invis to take Mind Over Body for a little bit of extra Resistance. That's entirely optional and each option involves trade offs.
The three slots in Hover and CJ were there for the end discount on the moves and of course for that little extra defense. Firm believer in using PA and Phantasm for your defense and as a controller keeping distance I'm not too worried about the defense outside of range. Would be nice to get as much as possible. How off is my recharge for a "perma" IW? Or is it simply the recharge of the power that needs to be adjusted?


 

Posted

Quote:
Originally Posted by Spadra View Post
I actually went with the the two Miracle based on the added recovery from the set bonus. I was weighing between regen and recov and felt more recovery would be a better fit for the toggles.
What you have posted in your build is the Miracle proc + Miracle Health, the Numina Proc and the Regen Tissue proc. Take a look in Mids -- if you replace the Regen Tissue proc with a Numina's Health, you will result in more Regen than using the Regen proc. You lose nothing and gain more Regen (which was the purpose of the Regen proc). You can leave the Miracle Health in there.


Quote:
The three slots in Hover and CJ were there for the end discount on the moves and of course for that little extra defense. Firm believer in using PA and Phantasm for your defense and as a controller keeping distance I'm not too worried about the defense outside of range. Would be nice to get as much as possible. How off is my recharge for a "perma" IW? Or is it simply the recharge of the power that needs to be adjusted?
The endurance cost of these powers is minimal, and slotting for EndRdx gives you very little benefit. CJ uses only .07 Endurance, and your extra slot reduces that by .02, which is not worth a slot in my opinion. Hover is .2, and the slot reduces it to .15, which is still not worth a slot. If you want the Regen bonus for 2 LotG, then I would go with the pure Defense over the Def/EndRdx. Or you could use those two slots for IW. Or you could pull two slots out of Spectral Terror.

Your build has IW up for 90 second and recharging in 113.8 seconds, for 23.8 seconds of down-time. Put two Recharge in IW, and your recharge changes to 90.1 seconds, or .1 second of down time (assuming you can keep Hasten and AM up at all times). That seems to me to be a pretty good use of two slots.


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

That's a great point. I didn't even consider that. I guess I assumed Proc would have a higher value than the set bonus. Awesome! Thanks for clarifying that with me. I could definitely move those slots out of CJ and Hover for IW. Like I said my latter considerations where based in survivability. Having IW up constantly would be great.

Side note, has anyone been following the info regarding After Burner in the Flight set for i21? If that does offer a high end defensive bonus like what I've read I think that will be a solid replacer for Group Invis down the road.

Quote:
Originally Posted by MajorDecoy
Here's what I know: With only Afterburner active, your flight speed is about 21 mph. With Flight and Afterburner active, your flight speed is about 71 mph.

Afterburner is a mag 4 Fly, mag 4 Only Affecting Self, +13.5% defense all, and has a fairly long recharge.

Because it is a mag 4 Only Affecting Self, you still have access to all your defensive toggles while it is active.


 

Posted

I have been reading your posts, and I am greatly impressed with your knowledge of the Ill/Rad 'troller, and all the work you keep going through to help people as they post their builds.

It has been a LONG time since I've played an Illusion Controller (it was a /Kin before IOs, needless to say, there wasn't a lot of synergy between the two). The one place where he really shined was it the TF in the Hollows. Superior Invisibility + Recall Friend + Decieve really helped get through this mission within the time limit. I reciently re-played this TF with a Praetorian Brute and really missed having an Illusion Controller on our team.


 

Posted

P.S. have you considered starting a new thread with all you have learned so it won't be as long?


 

Posted

Quote:
Originally Posted by Mageman View Post
P.S. have you considered starting a new thread with all you have learned so it won't be as long?
The thread has gotten long . . . but the guide has been very popular. I'm working on updating the guide with the little tidbits and new stuff I learn, so most of the stuff in the thread is in the guide. I have updated through the powersets and added Ratings (which I did not have before). I still have some work to do on the other Incarnate stuff, the builds and the strategy section.


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

Yes, it has gotten long, 11 pages is a lot.

One little thing about your builds - you don't slot Brawl (I normally put in +ACC), Sprint (+RUN), and Rest (+RECHARGE). I know, it's minor, but those may be places where you can find some "mule" slots. I also have Prestige Power Slide (Endurance Reduction). That way I have a choice for extra speed or save endurance.


 

Posted

Quote:
Originally Posted by Mageman View Post
Yes, it has gotten long, 11 pages is a lot.

One little thing about your builds - you don't slot Brawl (I normally put in +ACC), Sprint (+RUN), and Rest (+RECHARGE). I know, it's minor, but those may be places where you can find some "mule" slots. I also have Prestige Power Slide (Endurance Reduction). That way I have a choice for extra speed or save endurance.
I never bother slotting Brawl because I never use it past level 4 or so. Of course, now that it gets Containment . . . it has become a damage powerhouse!

I generally slot Sprint with an EndRdx. I use CityBinder with the Speed On Demand (SOD) binds, so I am always in Sprint whenever I am moving. (I sometimes use Prestige Power Slide for Ice-related characters.) Sprint automatically turns on whenever I press a direction key. The SOD system has a few quirks that not everyone likes, but I love it. Rest always gets a Recharge.

I know some people use Brawl as a set mule, but I dislike using a power that I never use just for the set bonuses. Even those powers that I take in my builds mainly as a place to put this IO or that IO, I find some use for the power to not make the power a total waste. For example, Combat Jumping provides Immob protection and greater mobility. GI in a build with SI gives me the option of casting invis on the team and allows me to use GI and drop SI to save endurance. Slotting up Brawl, on the other hand, would be a waste except for the set bonus.


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

*taken a bump to the topic*

First of all, big thank you for the guide. I dusted off my very old ill/rad troller (i think 6 years old now), the fun of PA suddenly got hold of me again and i got quite alot of income to fund my needs of IO's.

The build you provided for Perma PA looks very nice, but you have a rough estimate what the total cost would be for this build?

I cant get Mid's to work properly on testing the effects of the Alpha recharge slot to find out how much less global recharge i would need to keep it perma. I believe Decimation is a very expensive set, so was hoping i could skip that set and focus on the cheaper ones (LotG's i already have some).

Do you perhaps have a build or a saving of Mid's that has the Alpha (first or 2nd) slot with recharge?
(i dont expect hitting 3rd of 4th slot that fast, so focus on 'start incarnate content').


50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore

Sign the petition, dont let CoH go down! SIGN!

 

Posted

Quote:
Originally Posted by SinergyX_EU View Post
The build you provided for Perma PA looks very nice, but you have a rough estimate what the total cost would be for this build?
Rough guess, and assuming you buy the crafted IOs not recipes and that you use no Alignment merits, astral merits or drops, but just shell out money for everything, 3.6 billion.

That's also assuming relatively high prices for most items. 150m for each gambler, 300m each for the enzymes, 40m for the neucleus, 100m for the full sets of decimation 80m for posi, 350m each for 3 copies of basilisk. Expedient reinforcements are running between 20m and 60m per piece (depending on level) right now and the build has a lot of them.

You can shave a huge percentage of that off if you buy odd-leveled recipies and do your own crafting. Easily turning the basilisks from 350m down to 250m each possibly less. Uncrafted decimation sets move for only 20m+ crafting costs compared to 70-100m for the set crafted (for a few months this was my major source of money even more than farming).

If you run hami raids or STF/LRSF you can get the neucleus for free. Patience can get you enzymes down in the 250-280m range. And uncrafted expedient reinforcements are about 1/3 the price of crafted. Using alignment or astral merits for the gamblers is the way to go there.

I'm guessing you can put it together with patience and merits for about 1.2b to 1.8b.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

I had an ill/rad that I moved over to exalted recently. Been stalled out in the late 20s as I sort of realized that I had no idea what I was doing with him. Found your guide and got a much better idea.

However, what I can't find are any skippable powers in the primary or secondary except for maybe group invis. Is this a combo where you really pretty much take it all and don't get many pools?

I'm looking at just flight and haste at this point with nothing else from their pools and am very grateful that fitness is inherent. I can skip air sup because I have three veteran attacks.

Anyway, thanks for the guide!


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Quote:
Originally Posted by GavinRuneblade View Post
Rough guess, and assuming you buy the crafted IOs not recipes and that you use no Alignment merits, astral merits or drops, but just shell out money for everything, 3.6 billion.

That's also assuming relatively high prices for most items. 150m for each gambler, 300m each for the enzymes, 40m for the neucleus, 100m for the full sets of decimation 80m for posi, 350m each for 3 copies of basilisk. Expedient reinforcements are running between 20m and 60m per piece (depending on level) right now and the build has a lot of them.

You can shave a huge percentage of that off if you buy odd-leveled recipies and do your own crafting. Easily turning the basilisks from 350m down to 250m each possibly less. Uncrafted decimation sets move for only 20m+ crafting costs compared to 70-100m for the set crafted (for a few months this was my major source of money even more than farming).

If you run hami raids or STF/LRSF you can get the neucleus for free. Patience can get you enzymes down in the 250-280m range. And uncrafted expedient reinforcements are about 1/3 the price of crafted. Using alignment or astral merits for the gamblers is the way to go there.

I'm guessing you can put it together with patience and merits for about 1.2b to 1.8b.
Overall, as good an estimate as any, but market prices vary widely. Plus, there are so many good ways to earn the high-demand recipes today . . . Alignment Merits are a huge benefit to get those LotG recharge or other expensive IOs, or you can just manufacture a LotG Recharge or other IO in demand, and then buy the ones you need.

Tip Missions let you earn one every two days. Or you can buy one a day with 50 Reward merits and 20 mil Infl. The new VIP mission lets you earn 2 for the first two times you run it, and then one more every seven days. And you can get recipes from Astral Merits, Reward Merits, and several other ways.

I just tonight finished saving up 35 Hero Merits on my Ill/Rad, but I have not been very dilligent about doing the Tip Missions to earn them. A buddy of mine is working on his third set of 35 Hero Merits on one character and the second set on another. Use that to get one of the PvP recipes in big demand, and you can sell it for 2 Bil or more.

I build my Ill/Rad on only 400 mil . . . but I had all the Hami-Os and purple Confuse IOs already. It just takes some time and effort. And planning.


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 GavinRuneblade View Post
I had an ill/rad that I moved over to exalted recently. Been stalled out in the late 20s as I sort of realized that I had no idea what I was doing with him. Found your guide and got a much better idea.

However, what I can't find are any skippable powers in the primary or secondary except for maybe group invis. Is this a combo where you really pretty much take it all and don't get many pools?

I'm looking at just flight and haste at this point with nothing else from their pools and am very grateful that fitness is inherent. I can skip air sup because I have three veteran attacks.

Anyway, thanks for the guide!
I'm glad it has been helpful.

On the Illusion side, I would say that either GI or SI is skippable. On the Radiation side, Choking Cloud, Fallout and Mutation are all skippable. You will need some places to slot LotG Recharge, and Hover, Combat Jumping and even GI work for those. Hover is handy for "hoverblasting." CJ is nice for the Immob protection and low end cost.

Once you get an APP blast, which you can now take as early as 35, you can easily skip Air Sup -- you shouldn't need the vet attacks at that point.


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
I'm glad it has been helpful.

On the Illusion side, I would say that either GI or SI is skippable. On the Radiation side, Choking Cloud, Fallout and Mutation are all skippable. You will need some places to slot LotG Recharge, and Hover, Combat Jumping and even GI work for those. Hover is handy for "hoverblasting." CJ is nice for the Immob protection and low end cost.

Once you get an APP blast, which you can now take as early as 35, you can easily skip Air Sup -- you shouldn't need the vet attacks at that point.
That's true choking cloud is one of those 5/6-slots or skip powers. I have it 6-slotted on my fire/rad corr and so I tend to think of it as strong, but in a slot tight build it can be skipped.

Fallout and mutation, I think I'll go with separate team and solo builds.

thanks!


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Big thanks on the price indication, thats gonna be a huge investement (then again, my brute was expensive too but didnt take that long).

Hoping to hit 35 tonight, should i straight to for APP or first pick up choking cloud? I kinda hate air sup. by now, as i am running ranged all the time, having to go melee for some extra damage aint really funny.

I was thinking about getting the Predator badge for the 7.5% recharge bonus.


50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore

Sign the petition, dont let CoH go down! SIGN!

 

Posted

Quote:
Originally Posted by SinergyX_EU View Post
Big thanks on the price indication, thats gonna be a huge investement (then again, my brute was expensive too but didnt take that long).

Hoping to hit 35 tonight, should i straight to for APP or first pick up choking cloud? I kinda hate air sup. by now, as i am running ranged all the time, having to go melee for some extra damage aint really funny.

I was thinking about getting the Predator badge for the 7.5% recharge bonus.
My recommendation -- Definitely take your APP single target blast and don't take Choking Cloud at all. Choking Cloud works great for melee-oriented controllers like Fire/Rad, Elec/Rad, Ice/Rad. It can work for controllers with long-term AoE control, like Earth/Rad or Plant/Rad, but is easily skippable.

However, Ill/Rad just doesn't have the tools to make Choking Cloud viable. CC really needs another control power or substantial debuff to make it useful because it only works part of the time. Fire has Hot Feet, Elec has Conductive Aura, and Ice has Arctic Air to combine with Choking Cloud. Illusion doesn't have a similary power.

As soon as you get that single target blast from the APP sets (Fire and Ice are best), then you can easily drop Air Sup and add Hover (useful to fight from range and as a place to put a LotG Recharge). As your Global recharge increases, you will be able to use that great Blind-SW-Blast-SW attack chain where SW-Blast-SW all get Containment damage. It will let you take down minions and lieutenants very fast, letting your pets focus on the tougher foes and letting you keep the Illusory damage.

Decided to play with Mids and come up with a build with the I-21 changes. I moved Fire Blast to 35 and Fireball to 38. I traded out Group Invis to add Afterburner, moved Mutation back to 49, but otherwise it is pretty much the same build.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Illusion-Radiation Guide: 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 -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(29), HO:Nucle(31), Dmg-I(36)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(27), Dct'dW-Rchg(40)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Decim-Build%(29), HO:Nucle(36)
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-Def/EndRdx/Rchg(34), RedFtn-Def(37), RedFtn-EndRdx(43)
Level 10: Radiation Infection -- HO:Enzym(A), HO:Enzym(11), HO:Enzym(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-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 -- U'spkT-Acc/Rchg(A), U'spkT-Acc/EndRdx(37), U'spkT-Fear/Rng(40), U'spkT-Acc/Fear/Rchg(50), U'spkT-Stun%(50)
Level 28: Recall Friend -- Zephyr-ResKB(A)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), HO:Nucle(46)
Level 35: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
Level 38: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(46)
Level 41: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45)
Level 44: Afterburner -- LkGmblr-Rchg+(A)
Level 47: Fire Shield -- ResDam-I(A)
Level 49: Mutation -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(46), Mrcl-Heal(48), Mrcl-Rcvry+(48)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc(13), P'Shift-End%(48)

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LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by SinergyX_EU View Post
Big thanks on the price indication, thats gonna be a huge investement (then again, my brute was expensive too but didnt take that long).

Hoping to hit 35 tonight, should i straight to for APP or first pick up choking cloud? I kinda hate air sup. by now, as i am running ranged all the time, having to go melee for some extra damage aint really funny.

I was thinking about getting the Predator badge for the 7.5% recharge bonus.
I'll second the vote to get the patron attack.

Also remember the supergroup recharge buff from enhancement stations. 1 hour of I think 5% recharge bonus (might be higher), and it persists through death. Totally worthwhile. I snag that and the knockback one and the recovery one very often.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Hi there!
I would need some advice on optimizing this build, trying to create an ideal ill/rad/ice/teleport with some nice damage(if possible).
I aimed for plenty of accuracy, since I hate a MISS screen with Flash, enough damage, since I like to solo various stuff, not much defense, since I stay invis and my pets do the distraction while I mow down single targets with the blind-spectral-blast-spectral, sometimes blinds-blast-spectral-blast. Should I put a hold proc in blast or spectral wounds for AV, EB cases, or is PA just enough distraction?
I have confuse proc in Deceive, for obvious fun reasons and chose the Ice cone aoe over the Ice storm aoe for obvious Terror reasons. I have it on now and my only viable option is unleash pets, cast ice storm, and go hibernate till storm passes.

Now lets see how I can put the build here:P
It worked, more then I wanted though.
Also what would be an approximate cost to this? I now have 2b inf and some global rech sets: 3x basilisk's(4 pieces), 1x dark watcher(4pcs), 2x Decimation(5pcs), 2x Expedient Reinforcements (4pcs), 1x Positron blast (5pcs), 1x Efficacy Adaptor (6pcs), 1x Doctored wounds (5pcs), 1x Coercive Persuasion (5pcs), 1x Unspeakable Terror (5pcs), 1x Red Fortune (5pcs) and 4x LotG. Pieces=number of enhancement in each set, req to get the global rech.

P.S. I have gone through the guide more then 3 times full and more then 50 times for various parts. 90% of my ill/rad gameplay is in tune with this guide. Some things I was already doing, discovered by myself, some I picked up from here and kept them because they feel right for me. I chose Ice because I solo and love hibernate, as much as I love phoenix, but Ice has a LotG mule too. Might respec later to fire, so I was thinking in putting the cheapest pieces in APP powers, to give me flexibility on that.

Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Blind

  • (A) Fortunata Hypnosis - Accuracy/Sleep/Recharge
  • (3) Fortunata Hypnosis - Accuracy/Recharge
  • (3) Fortunata Hypnosis - Sleep/Recharge
  • (5) Fortunata Hypnosis - Sleep/Endurance
  • (5) Fortunata Hypnosis - Chance for Placate
Level 1: Radiant Aura
  • (A) Panacea - Endurance/Recharge
  • (7) Panacea - Hea/Recharge
  • (11) Panacea - Heal/Endurance/Recharge
  • (13) Panacea - Heal/Endurance
  • (13) Panacea - Heal
  • (15) Miracle - +Recovery
Level 2: Spectral Wounds
  • (A) Apocalypse - Chance of Damage(Negative)
  • (7) Apocalypse - Accuracy/Damage/Recharge
  • (9) Apocalypse - Damage/Recharge
  • (9) Apocalypse - Accuracy/Recharge
  • (11) Apocalypse - Damage/Endurance
  • (39) Apocalypse - Damage
Level 4: Deceive
  • (A) Coercive Persuasion - Contagious Confusion
  • (15) Coercive Persuasion - Confused/Recharge
  • (17) Coercive Persuasion - Accuracy/Confused/Recharge
  • (17) Coercive Persuasion - Accuracy/Recharge
  • (19) Coercive Persuasion - Confused/Endurance
Level 6: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (19) Efficacy Adaptor - EndMod/Recharge
  • (21) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (21) Efficacy Adaptor - Accuracy/Recharge
  • (23) Efficacy Adaptor - EndMod/Accuracy
  • (23) Efficacy Adaptor - EndMod/Endurance
Level 8: Superior Invisibility
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Red Fortune - Defense/Endurance
  • (34) Red Fortune - Endurance
  • (37) Red Fortune - Defense/Endurance/Recharge
  • (37) Red Fortune - Endurance/Recharge
  • (39) Red Fortune - Defense
Level 10: Hover
  • (A) Luck of the Gambler - Recharge Speed
Level 12: Radiation Infection
  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (40) Dark Watcher's Despair - Recharge/Endurance
  • (40) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (43) Dark Watcher's Despair - To Hit Debuff
Level 14: Group Invisibility
  • (A) Luck of the Gambler - Recharge Speed
Level 16: Enervating Field
  • (A) Endurance Reduction IO
Level 18: Phantom Army
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (25) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (25) Expedient Reinforcement - Endurance/Damage/Recharge
  • (29) Expedient Reinforcement - Accuracy/Damage
  • (31) Soulbound Allegiance - Chance for Build Up
  • (31) Soulbound Allegiance - Accuracy/Recharge
Level 20: Teleport
  • (A) Range IO
Level 22: Recall Friend
  • (A) Range IO
Level 24: Team Teleport
  • (A) Endurance Reduction IO
Level 26: Spectral Terror
  • (A) Glimpse of the Abyss - Accuracy/Endurance
  • (27) Glimpse of the Abyss - Fear/Range
  • (27) Glimpse of the Abyss - Accuracy/Recharge
  • (29) Glimpse of the Abyss - Chance of Damage(Psionic)
  • (39) Glimpse of the Abyss - Accuracy/Fear/Recharge
Level 28: Lingering Radiation
  • (A) Impeded Swiftness - Chance of Damage(Smashing)
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (40) Recharge Reduction IO
Level 32: Phantasm
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (33) Expedient Reinforcement - Endurance/Damage/Recharge
  • (33) Expedient Reinforcement - Accuracy/Damage
  • (34) Soulbound Allegiance - Damage
  • (34) Soulbound Allegiance - Damage/Recharge
Level 35: Ice Blast
  • (A) Decimation - Chance of Build Up
  • (36) Decimation - Accuracy/Damage/Recharge
  • (36) Decimation - Accuracy/Damage
  • (36) Decimation - Accuracy/Endurance/Recharge
  • (37) Decimation - Damage/Recharge
Level 38: Hibernate
  • (A) Recharge Reduction IO
Level 41: Flash
  • (A) Basilisk's Gaze - Accuracy/Recharge
  • (43) Basilisk's Gaze - Accuracy/Hold
  • (45) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (50) Basilisk's Gaze - Recharge/Hold
Level 44: Frost Breath
  • (A) Ragnarok - Chance for Knockdown
  • (46) Ragnarok - Accuracy/Damage/Recharge
  • (46) Ragnarok - Accuracy/Recharge
  • (46) Ragnarok - Damage/Recharge
  • (50) Ragnarok - Damage/Endurance
Level 47: EM Pulse
  • (A) Unbreakable Constraint - Hold/Recharge
  • (48) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (48) Unbreakable Constraint - Accuracy/Recharge
  • (48) Unbreakable Constraint - Endurance/Hold
  • (50) Unbreakable Constraint - Chance for Smashing Damage
Level 49: Frozen Armor
  • (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Miracle - Heal
  • (43) Miracle - Heal/Endurance
  • (45) Panacea - Heal
  • (45) Panacea - Hea/Recharge
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (42) Performance Shifter - EndMod
  • (42) Performance Shifter - EndMod/Accuracy
  • (42) Performance Shifter - EndMod/Recharge
------------
Set Bonus Totals:
  • 18.5% DamageBuff(Smashing)
  • 18.5% DamageBuff(Lethal)
  • 18.5% DamageBuff(Fire)
  • 18.5% DamageBuff(Cold)
  • 18.5% DamageBuff(Energy)
  • 18.5% DamageBuff(Negative)
  • 18.5% DamageBuff(Toxic)
  • 18.5% DamageBuff(Psionic)
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 5% Defense(Psionic)
  • 1.25% Defense(Ranged)
  • 2.25% Max End
  • 54% Enhancement(Accuracy)
  • 2.75% Enhancement(Terrorized)
  • 135% Enhancement(RechargeTime)
  • 4% Enhancement(Confused)
  • 5% FlySpeed
  • 122.1 HP (12%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 9.95%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 5%
  • 32% (0.53 End/sec) Recovery
  • 68% (2.88 HP/sec) Regeneration
  • 8.82% Resistance(Fire)
  • 8.82% Resistance(Cold)
  • 5% RunSpeed

------------




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Posted

I have a few suggestions on this build. With all the purple sets in this build, it will be hugely expensive -- a lot more than that 2 billion you said you have. One set of Apocalypse or Ragnarok alone will exceed your budget. In my guide, I have a build without any of the purple damage sets, as those are the ones that are excessively expensive. If I don't mention a power, that means I have no problem with how it is slotted:

Blind: The sleep effect in Blind is a rare side effect and it is a waste to slot for Sleep. Yeah, the purple set is comparably cheap, but you are completely missing out on slotting for Hold or Damage, and Blind is far too important as a Containment setter and damage dealer. My suggested slotting is 4 Baz Gaze (The same 4 you currently have in Flash), 1 Acc/Dam Hami-O and a common Damage. That gets you some Hold, some decent damage and good accuracy.

Radiant Aura: If you don't already have that Panacea set, it is outragiously expensive -- more than the 2 billion you said you have. Five Doctored Wounds is fairly cheap and gives you almost as much Recharge. And move that Miracle proc to Health, where it will be on all the time. If you leave the proc in Rad Aura, it will only work for 120 seconds after you use the heal.

Spectral Wounds: If you can't afford the purple set, use the Decimation set -- I put the Chance for Build up here since it gets used more than twice the number of times than Ice Blast. If you go past the "Rule of 5" on 6.25% Recharge, you can use the Unspeakable Terror set in Spectral Wounds.

Group Invis: Since you are mostly using this as a set mule, move it to later in the build. Consider taking Hasten at 14 so you have it even if you exemp down.

Enervating Field: If possible, use 2 EndRdx. It uses a lot of endurance, and this power is worth using constantly. (You can take that 6th slot from Radiant Aura and put it here.)

Phantom Army: Replace the Soulbound Acc/Rech with Soulbound Damage/Rech. Capping Accuracy doesn't do you nearly as much good as capping Damage. (I know you have the Dam/Rech in Phantasm, but it does not need to be there.)

Teleport: I leveled up using Teleport, but have since switched to Fly. You want Teleport, and that's fine. It uses a lot of endurance, so you may want to consider using either a EndRdx or an EndRdx/Range in the default slot.

Recall Friend: You might want to consider putting a Zephyr -Knockback in Recall Friend. I don't see any other knockback protection.

Team Teleport: Ugh . . . have you actually used this power? Most teams hate it, and for good reason. I see no reason to take it. Consider Combat Jumping, which provides Immob protection, air maneuverability and a place for a Luck of the Gambler Recharge all in a very low cost toggle. Or you could take Mutation. I would move Flash here at 24 or earlier.

Ling Rad: You have too much accuracy in a few places, but here is one place where you NEED accuracy in the default slot. Replace that proc with a common Accuracy. Only consider the proc if you have a spare slot.

Phantasm: Replace the Expediant Acc/Rech with Dam/End. Then you can use a single Acc/Dam Hami-O in the 5th slot and use the 6th slot somewhere else.

Ice Blast: I would suggest only using the Chance for Build Up proc if you have a 6th slot to finish capping the damage. Otherwise, skip the proc.

Flash: I would move this earlier. Also, I'd use the purple Unbreakable Constraint set in Flash over EM Pulse. I find that I use Flash a LOT more often.

Frost Breath: If you can't afford the Ragnarok set, use Posi Blast, and you may have to change the set in Spectral Terror to Unspeakable Terror.

EM Pulse: 4 Baz Gaze are enough in this power.

Health: Replace the Miracle Heal/End with the Miracle Proc from Radiant Aura.


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

Your guide is really fantastic and very helpful, I was kind of curious (unless I just missed it) Do you have any plans to expand the guide to include the latest 4 Incarnate slots?