illu/rad SO slotting


Black_Light

 

Posted

hello all, I was wandering if anyone could give me advice on good SO slotting at lvl 27 for my illu/rad build. I have 2 respecs and i'll be using 1 for now.

Currently this is my build but you, if you wouldn't mind, can make up a new one.

Illusion - Blind - Spectral Wounds -Deceive - Group Invis -
- Phantom Army - Spectral Terror

Radiation - Radiation Aura - Radiation Infection - AM

Flight - Air Superiority - Fly

Fitness - Swift - Health

Speed - Hasten

Not to bothered about using those exact powers, rad is lacking a bit

Thanks in advance


 

Posted

For a levelling build up to 33 using SOs, I'd probably do something like this:

Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php

Level 33 Mutation Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed

Hero Profile:
Level 1: Blind -- Acc(A), Acc(3), Hold(3), Hold(9), RechRdx(9), RechRdx(11)
Level 1: Radiant Aura -- Heal(A), Heal(29), Heal(31)
Level 2: Spectral Wounds -- Acc(A), Dmg(5), Dmg(5), Dmg(17), Acc(31)
Level 4: Accelerate Metabolism -- RechRdx(A), RechRdx(7), RechRdx(7), EndMod(15), EndMod(15), EndMod(17)
Level 6: Radiation Infection -- ToHitDeb(A), ToHitDeb(11), ToHitDeb(13), DefDeb(13)
Level 8: Hurdle -- Jump(A)
Level 10: Air Superiority -- Acc(A)
Level 12: Group Invisibility -- RechRdx(A)
Level 14: Fly -- Flight(A), Flight(31)
Level 16: Health -- Heal(A)
Level 18: Phantom Army -- RechRdx(A), RechRdx(19), RechRdx(19), Dmg(21), Dmg(21), Acc(23)
Level 20: Stamina -- EndMod(A), EndMod(23), EndMod(25)
Level 22: Hasten -- RechRdx(A), RechRdx(25), RechRdx(27)
Level 24: Enervating Field -- EndRdx(A), EndRdx(27)
Level 26: Spectral Terror -- Acc(A), Fear(29)
Level 28: Deceive -- Acc(A)
Level 30: Lingering Radiation -- Acc(A)
Level 32: Phantasm -- Acc(A), Dmg(33), Dmg(33), Dmg(33)

Your power choices are very solid. I'm one of those who likes Deceive (and would probably take it earlier), some find it's skippable (or droppable later on). Group Invis will need another rechg soon and Lingering Rad will need more slots when you can, but I find it becomes really an important power in the 30s (and 40s).

Have fun!


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

Cheers Okton I'll give that a go


 

Posted

Just another way to play it (although this was a lv50 respec, maybe you'll need to switch some powers )


Hero Plan by Mids' Hero Designer 1,20
http://www.honourableunited.org.uk/mhd.php

Level 50 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Blind -- Acc(A), Acc(3), RechRdx(3), RechRdx(9), Hold(9), Hold(19)
Level 1: Radiant Aura -- Heal(A), Heal(13), Heal(13), RechRdx(37), RechRdx(37), EndRdx(40)
Level 2: Spectral Wounds -- Acc(A), Acc(15), Dmg(15), Dmg(17), Dmg(17), RechRdx(19)
Level 4: Radiation Infection -- ToHitDeb(A), ToHitDeb(5), ToHitDeb(5), EndRdx(46)
Level 6: Hasten -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Superior Invisibility -- EndRdx(A), EndRdx(29), EndRdx(29)
Level 10: Enervating Field -- EndRdx(A), EndRdx(11), EndRdx(11)
Level 12: Combat Jumping -- Jump(A)
Level 14: Super Jump -- Jump(A)
Level 16: Swift -- Run(A)
Level 18: Hurdle -- Jump(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Phantom Army -- RechRdx(A), RechRdx(23), RechRdx(23), Dmg(43), Dmg(43), Dmg(43)
Level 24: Lingering Radiation -- Acc(A), Acc(25), RechRdx(25), RechRdx(27), RechRdx(27)
Level 26: Acrobatics -- EndRdx(A), EndRdx(42)
Level 28: Spectral Terror -- Acc(A), Acc(36), Fear(36), Fear(37)
Level 30: Flash -- Acc(A), Acc(31), RechRdx(31), RechRdx(31), Hold(34), Hold(34)
Level 32: Phantasm -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(34)
Level 35: Deceive -- Acc(A), Acc(36), Conf(46)
Level 38: EM Pulse -- Acc(A), Acc(39), RechRdx(39), RechRdx(39), Hold(40), Hold(40)
Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
Level 44: Temp Invulnerability -- ResDam(A), ResDam(45), ResDam(45), EndRdx(45), EndRdx(46)
Level 47: Accelerate Metabolism -- RechRdx(A), RechRdx(48), RechRdx(48), EndMod(48), EndMod(50)
Level 49: Power Boost -- RechRdx(A), RechRdx(50), RechRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]------------
[u]Set Bonuses:[u]




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Posted

Just got a noobish question what does the (A) mean?


 

Posted

Those numbers in brackets are the levels at which the enhancement slot was added. The first one is always an (A) because you get one slot automatically.


Main Hero: Mazey - level 50 + 1 fire/fire/fire blaster.
Main Villain: Chained Bot - level 50 + 1 Robot/FF Mastermind.

BattleEngine - "And the prize for the most level headed response ever goes to Mazey"

 

Posted

Thanks Mazey, got one more question while i'm here :P

Would I combine 3 acc to make one combined enhancement and slot that? for example

Level 1: Blind -- Acc(A), Acc(3), Hold(3), Hold(9), RechRdx(9), RechRdx(11)

I would have two combined acc(this would take up 2 slots) then I would have another two combined holds and the same for rechcharge reduction. I'm a bit confused.


 

Posted

[ QUOTE ]

Hero Plan by Mids' Hero Designer 1,20
http://www.honourableunited.org.uk/mhd.php

Level 50 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Blind -- Acc(A), Acc(3), RechRdx(3), RechRdx(9), Hold(9), Hold(19)
Level 1: Radiant Aura -- Heal(A), Heal(13), Heal(13), RechRdx(37), RechRdx(37), EndRdx(40)
Level 2: Spectral Wounds -- Acc(A), Acc(15), Dmg(15), Dmg(17), Dmg(17), RechRdx(19)
Level 4: Radiation Infection -- ToHitDeb(A), ToHitDeb(5), ToHitDeb(5), EndRdx(46)
Level 6: Hasten -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Superior Invisibility -- EndRdx(A), EndRdx(29), EndRdx(29)
Level 10: Enervating Field -- EndRdx(A), EndRdx(11), EndRdx(11)
Level 12: Combat Jumping -- Jump(A)
Level 14: Super Jump -- Jump(A)
Level 16: Swift -- Run(A)
Level 18: Hurdle -- Jump(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Phantom Army -- RechRdx(A), RechRdx(23), RechRdx(23), Dmg(43), Dmg(43), Dmg(43)
Level 24: Lingering Radiation -- Acc(A), Acc(25), RechRdx(25), RechRdx(27), RechRdx(27)
Level 26: Acrobatics -- EndRdx(A), EndRdx(42)
Level 28: Spectral Terror -- Acc(A), Acc(36), Fear(36), Fear(37)
Level 30: Flash -- Acc(A), Acc(31), RechRdx(31), RechRdx(31), Hold(34), Hold(34)
Level 32: Phantasm -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(34)
Level 35: Deceive -- Acc(A), Acc(36), Conf(46)
Level 38: EM Pulse -- Acc(A), Acc(39), RechRdx(39), RechRdx(39), Hold(40), Hold(40)
Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
Level 44: Temp Invulnerability -- ResDam(A), ResDam(45), ResDam(45), EndRdx(45), EndRdx(46)
Level 47: Accelerate Metabolism -- RechRdx(A), RechRdx(48), RechRdx(48), EndMod(48), EndMod(50)
Level 49: Power Boost -- RechRdx(A), RechRdx(50), RechRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]------------
[u]Set Bonuses:[u]


[/ QUOTE ]

Thanks for the clear colour scheme


thePhilosopher Martial Arts/Regen/Fire Scrapper
theRegulator Empathy/Energy/Soul Defender
Total Inertia Ice Blast/Kinetics/Psy Corruptor
Total Inferno Ice Blast/Thermal/Leviathan Corruptor

 

Posted

[ QUOTE ]
[ QUOTE ]

Hero Plan by Mids' Hero Designer 1,20
http://www.honourableunited.org.uk/mhd.php

Level 50 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Blind -- Acc(A), Acc(3), RechRdx(3), RechRdx(9), Hold(9), Hold(19)
Level 1: Radiant Aura -- Heal(A), Heal(13), Heal(13), RechRdx(37), RechRdx(37), EndRdx(40)
Level 2: Spectral Wounds -- Acc(A), Acc(15), Dmg(15), Dmg(17), Dmg(17), RechRdx(19)
Level 4: Radiation Infection -- ToHitDeb(A), ToHitDeb(5), ToHitDeb(5), EndRdx(46)
Level 6: Hasten -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Superior Invisibility -- EndRdx(A), EndRdx(29), EndRdx(29)
Level 10: Enervating Field -- EndRdx(A), EndRdx(11), EndRdx(11)
Level 12: Combat Jumping -- Jump(A)
Level 14: Super Jump -- Jump(A)
Level 16: Swift -- Run(A)
Level 18: Hurdle -- Jump(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Phantom Army -- RechRdx(A), RechRdx(23), RechRdx(23), Dmg(43), Dmg(43), Dmg(43)
Level 24: Lingering Radiation -- Acc(A), Acc(25), RechRdx(25), RechRdx(27), RechRdx(27)
Level 26: Acrobatics -- EndRdx(A), EndRdx(42)
Level 28: Spectral Terror -- Acc(A), Acc(36), Fear(36), Fear(37)
Level 30: Flash -- Acc(A), Acc(31), RechRdx(31), RechRdx(31), Hold(34), Hold(34)
Level 32: Phantasm -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(34)
Level 35: Deceive -- Acc(A), Acc(36), Conf(46)
Level 38: EM Pulse -- Acc(A), Acc(39), RechRdx(39), RechRdx(39), Hold(40), Hold(40)
Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
Level 44: Temp Invulnerability -- ResDam(A), ResDam(45), ResDam(45), EndRdx(45), EndRdx(46)
Level 47: Accelerate Metabolism -- RechRdx(A), RechRdx(48), RechRdx(48), EndMod(48), EndMod(50)
Level 49: Power Boost -- RechRdx(A), RechRdx(50), RechRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]------------
[u]Set Bonuses:[u]


[/ QUOTE ]

Thanks for the clear colour scheme

[/ QUOTE ]


 

Posted

Just quick installed it on job, that was the default


 

Posted

All of the others has suggested a late Decive, I think Decive early is the best way for a Illusion to solo missions. Especially the "Defeat &lt;BLAH&gt; and his minions" since you go to them ignoring everybody else and let them defeat themselfs. This doesn't give you the xp for the minions but it leads to a fast mission bonus. Secondary, Decive is quite a nice hold where they move around. In teams this is usually how I use Decive anyway.

To team ghost a mission, especially useful in TFs, you would need Recall friend as well or possibly using GI and go in timed installments.

Choose one Movement pool no more this early. Either toss out Hasten or toss out Air Sup and Fly and get Super speed. This would save you one power as well.

The fitness pool, ah, here I am in a minority that think that you don't need it, but if you are going for Stamina make sure you have it at 20. I would toss them out and get Lingering Rad and Enervating field instead.

Ah this was about slotting advice, I remember now.

Let me start with general advice. The only piece of general advice I know. Don't slot anything more than three of each kind since after SOs ED will eat it all up.

If you go Stamina, three-slot it with End modification as soon as you can. If you don't go Stamina, you need to put one or two End reductions into all the powers you are using commonly, or more to the point every power you use when you are in danger of running out of End, i.e. long fights. That will probably be, the rad toggles, Blind and/or Decive and Spectral wounds.

AM should be six-slotted with three End modification and three Recharge reduction, this might not be as important if you are running Stamina.

Phantom army should be slotted for Accuracy and three Damage but you don't need to slot it for recharge since what you are using it for after 32 at least is not damamge as much as a short-lived but very useful tank. Very very good for taking Alpha-strikes.

Spectral terror is a soft area hold, that recharges fairly fast so I would slot it with one Accuracy and three Fear, but I wouldn't bother with anythig else.

If you keeping Fly and is using it inside missions, slot it with End reduction more than speed.

Don't forget to slot your holds (including Decive) with Accuracies (one or two) first and Hold (Confuse) after that, when you get to three of those you may add End Rrduction and/or Recharge reductions.

This is of course only my opions and the way you play, especially if you want to do PvP or not is a very big factor in your power choises and slotting.

There is but one golden rule in all this. If you are having fun you are doing it right.


Black Light, Electricity/Devices Blaster at Union
White Knight, Illusion/Radiation Controller at Union
Obscurum est absentis lux lucis. Ego sum lux lucis!

 

Posted

[ QUOTE ]
Thanks Mazey, got one more question while i'm here :P

Would I combine 3 acc to make one combined enhancement and slot that? for example

Level 1: Blind -- Acc(A), Acc(3), Hold(3), Hold(9), RechRdx(9), RechRdx(11)

I would have two combined acc(this would take up 2 slots) then I would have another two combined holds and the same for rechcharge reduction. I'm a bit confused.

[/ QUOTE ]

Nope, it means slot an accuracy enhancement in the standard slot (A), then add slots at level 3, 3, 9, 9, 11 and stick the enhancements as stated above in it. The number is just a level indicator.


 

Posted

[ QUOTE ]
All of the others has suggested a late Decive, I think Decive early is the best way for a Illusion to solo missions. Especially the "Defeat &lt;BLAH&gt; and his minions" since you go to them ignoring everybody else and let them defeat themselfs. This doesn't give you the xp for the minions but it leads to a fast mission bonus. Secondary, Decieve is quite a nice hold where they move around. In teams this is usually how I use Decieve anyway.

[/ QUOTE ]
I use deceive as a 'hold/stun'. I find teammates/Decoys are far more effective at defeating villains than confused enemies, so I only really use them solo. As for XP, enemy damage is discounted by 75% so provided you do a small amount of damage to a confused enemies' target you will get most of the xp. ( See the [u] Guilde to Confusion [u] for details ). So if you have anyone on your team doing AoEs or a tank with a damage aura, you can be fairly certain it won't affect your xp much.
I haven't noticed anyone asking to not us confuse for a long time though.

I would strongly advise anyone starting a Ill or Mind controller to get Confuse/Deceive ASAP. It doubles your ability to protect the team at low levels.


@Unthing ... Mostly on Union.