Illusion/Rad VS Fire/Rad


Call Me Awesome

 

Posted

I have a L50 Illusion/Rad and I was wondering if it would be worth it to even level another controller /rad? I mean is fire going to be better for anything in particular over illusion? My Illusion/Rad can do Avs and 8 mans solo, but I love controllers and maybe finding something better with /rad would be nice! Any suggestions? Feel free to mention any controller combo that is better than Illusion/Rad and please list the reason? TYVM!

I mainly solo ... I group rarely, but sometimes!

My main goal is to do 8 man solo paper missions though and whatever AV is around. I was also thinking about Earth/Storm? Would the damage be enough for Avs though? Something /storm seems fun!


"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."

 

Posted

We'll need a definition of "better" first.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Well, I just mean from my perspective how easily Illusion/Rad can solo an 8 man mission and kill Avs. I didn't mean to imply that Illusion/Rad is better in every way. That is why I am asking for advice


"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."

 

Posted

Fire's really good for mincing large groups of minions and leiutenants, so it fits your 8-man requirements pretty well.

Every spawn you can Flashfire to stun them all, run in with Hot Feet and spam Fire Cages and hopefully defeat everyone befroe the stun wears off. The +Dam from Accelerate Metabolism and -Res from Enervating Field will help.

Against an AV it's not as defensive as Illusion - you'll really miss the Phantom Army here. The imps are fragile and your controls and debuffs will be limited by purple triangles, so I don't think a solo Fire/Rad will have as much success against a standard AV (like a typical Praetorian) as an Illusionist would.

If you want to protect your Imps better for AV fights, you could try a buffing set like Force Field, Cold or Empathy to pair with Fire, since +Def shields are hampered by purple triangles the way. FF and Emp will drop your damage output. Cold may be the way to go there. Sleet will help you be a per-spawn killing machine.


 

Posted

If built correctly, Fire/Rad will perform much better against AVs than Illusion/Rad (aka significantly faster kills)


 

Posted

Quote:
Originally Posted by Silverado View Post
If built correctly, Fire/Rad will perform much better against AVs than Illusion/Rad (aka significantly faster kills)
any chance you could post a "built well" power selection? tyvm if you can


"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."

 

Posted

Quote:
Originally Posted by Jharber View Post
I have a L50 Illusion/Rad and I was wondering if it would be worth it to even level another controller /rad? I mean is fire going to be better for anything in particular over illusion? My Illusion/Rad can do Avs and 8 mans solo, but I love controllers and maybe finding something better with /rad would be nice! Any suggestions? Feel free to mention any controller combo that is better than Illusion/Rad and please list the reason? TYVM!

I mainly solo ... I group rarely, but sometimes!

My main goal is to do 8 man solo paper missions though and whatever AV is around. I was also thinking about Earth/Storm? Would the damage be enough for Avs though? Something /storm seems fun!
I have leveled up to 50 an Ill/Rad, a Fire/Rad, and Earth/Rad and a Plant/Rad. Each of them was substantially different even though the secondary was the same. I have also leveled up an Ice/Storm and Ill/Storm to 50, while I'm in the 40's on an Earth/Storm and a Grav/Storm, and have a Plant/Storm and Fire/Storm in lower levels.

Ill/Rad is, to me, the jack of all trades character but focused more on single target damage. Fire/Rad is a melee character with AoE damage and control -- key to my Fire/Rad is the Hot Feet+Choking Cloud combo. I feel nothing is better than Ill/Rad against single tough targets like AVs, but Fire/Rad is awesome against larger numbers of foes. I Flashfire+Fire Cages from range, then run in with HF+CC running and Imps following -- I Char any bosses or anything else moving and everything dies. While Fire/Rad does not kill as fast as a Fire/Kin, it is generally safer and dies a lot less. With its debuffs, it handles single tough targets better than a Fire/Kin. I love both my Ill/Rad and Fire/Rad characters, and they both play differently. I don't know that I would agree that a "well built" Fire/Rad is better than an Ill/Rad, just different.

Earth/Storm is low damage. The last two powers from Storm help, but it still is never going to be a damage powerhouse. Earth shines as a ranged AoE control set for teams, but has low damage. Storm makes it more effective and adds some damage, but especially after the pet recharge nerf, not enough to come close to comparing to a Fire/Rad.

Storm is a lot of fun, but takes a lot more skill and restraint and stragegy to play well. I have been having a lot of fun lately with my Grav/Storm -- it is not fast, but there is a lot of strategy needed to play the combo well, and I find it challenging and fun.

You could consider Plant/Storm -- that might fit your playstyle.


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 Jharber View Post
any chance you could post a "built well" power selection? tyvm if you can
Power selection? sure, it's on the GUI of my screenshots


 

Posted

Quote:
Originally Posted by Local_Man View Post
I feel nothing is better than Ill/Rad against single tough targets like AVs, but Fire/Rad is awesome against larger numbers of foes.
I think that pretty much sums it up. Ill/Rad is a gun, Fire/Rad is a hand grenade.


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

Posted

Quote:
it's on the GUI of my screenshots
Off topic:

Silverado, I'm curious from a strategy perspective why you have SS and flight. Hasten and hover I get but I was wondering why both tier 3s and not just one? (or is that a flight pack icon?) 100% just curious.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by MentalMaden View Post
Off topic:

Silverado, I'm curious from a strategy perspective why you have SS and flight. Hasten and hover I get but I was wondering why both tier 3s and not just one? (or is that a flight pack icon?) 100% just curious.
Zephyr mule for ranged defense?


 

Posted

Edit- Duh...wasn't thinking.

That would make sense.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Wow thanks for all the awesome responses! I think I will try fire/rad and see how I like it. One thing I have honestly just realized on /rad is how awesome choking cloud is when you put in certain set enhancements! I have smashing dmg and Psi dmg in it now and also lockdown chance for +2 hold and man it is amazing. I can only imagine how cool it would be on a fire/rad. I always thought choking cloud sucked, but I never put cool enhancements in it either lol.


"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."

 

Posted

Quote:
Originally Posted by Jharber View Post
Wow thanks for all the awesome responses! I think I will try fire/rad and see how I like it. One thing I have honestly just realized on /rad is how awesome choking cloud is when you put in certain set enhancements! I have smashing dmg and Psi dmg in it now and also lockdown chance for +2 hold and man it is amazing. I can only imagine how cool it would be on a fire/rad. I always thought choking cloud sucked, but I never put cool enhancements in it either lol.
I suggest you take a look at my Ill/Rad guide for a lot of suggestions on slotting and strategy on using Rad powers.

What makes Choking Cloud so good on a Fire/Rad is the combination with Hot Feet. Yeah, they both suck down endurance like crazy, but the combination of the two powers makes each individual power better. Choking Cloud is one of two toggle holds in the game. To prevent it from becomming two powerful, the power has a funky accuracy where it takes some time to work, and then has a fairly low chance of building enough mag to hold. Once the foes are held, Choking Cloud uses so much endurance that it limits how much you can do to attack. However, Hot Feet is a PB AoE Damage/Slow/Afraid toggle. Any foes not held by Choking Cloud will mostly be trying to escape out of the area, slowly, while taking damage. If the foe is held, then he just stands there, taking damgae.

Illusion doesn't have Hot Feet, so Choking Cloud isn't nearly as effective on an Ill/Rad vs, a Fire/Rad.


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 curious, where would fire/storm be compared to fire/rad?


"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."

 

Posted

This is my build for Fire/Rad AV and GM soloin (including lusca):

Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Ring of Fire -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(3), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(5), Apoc-Dam%(7)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(9), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11)
Level 2: Char -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(15)
Level 4: Radiation Infection -- Achilles-ResDeb%(A), LdyGrey-DefDeb/EndRdx(17), LdyGrey-DefDeb/Rchg/EndRdx(17), LdyGrey-DefDeb(33)
Level 6: Accelerate Metabolism -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/Acc/Rchg(21), Efficacy-Acc/Rchg(21), RechRdx-I(23)
Level 8: Swift -- Flight-I(A)
Level 10: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(23), Zephyr-Travel/EndRdx(25)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(27)
Level 18: Fire Cages -- GravAnch-Immob/EndRdx(A), GravAnch-Immob/Rchg(33), GravAnch-Acc/Immob/Rchg(34), GravAnch-Acc/Rchg(34), GravAnch-Hold%(34)
Level 20: Stamina -- P'Shift-End%(A), EndMod-I(29), EndMod-I(29)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(31)
Level 24: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(42), RechRdx-I(42)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(31)
Level 28: Boxing -- Stpfy-Stun/Rng(A), Stpfy-Acc/EndRdx(33), Stpfy-EndRdx/Stun(42), Stpfy-Acc/Rchg(45), Stpfy-Acc/Stun/Rchg(48), Stpfy-KB%(48)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(31)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(37), BldM'dt-Acc(37), BldM'dt-Dmg(39), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc/Dmg/EndRdx(39)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), RedFtn-Def/EndRdx(40)
Level 38: EM Pulse -- Lock-%Hold(A), Lock-Acc/Rchg(40), Lock-Acc/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(45)
Level 41: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Dmg/EndRdx/Rchg(48)
Level 44: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 47: Bonfire -- ExStrk-Acc/KB(A), ExStrk-Dmg/KB(50), ExStrk-Dam%(50)
Level 49: Smoke -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment

I think it's relatively cheap and you can probably improve it further if you put some thought and inf into it.


@False Fiction - Virtue / Defiant

Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]

 

Posted

Quote:
Originally Posted by Jharber View Post
Just curious, where would fire/storm be compared to fire/rad?

My experience with Fire/Stoirm is somewhat limited -- my highest one is in the mid-20's, even though I have lots of experience with Storm on other characters. But I have discussed the character with others, too.

Fire/Storm's #1 problem is managing endurance. Better plan on slotting for lots of Endurance bonuses. It is more active than Fire/Rad in most ways, because you have to manage the knockback, determine which powers to use and which to not use, and keep putting out the pets (in the upper levels) while spamming Fire Cages (for the -knockback). A few folks have said that Fire/Storm was their most fun character -- but that is due, in part, to a lot of flashy visuals. It requires a lot of "smart" choices. Hot Feet and Hurricane are not compatible unless you can trap a foe in a corner, and the other knockback powers will knock the foes out of your Hot Feet unless managed just right. Under the right circumstances, it can probably kill faster than a Fire/Rad, but it can also send foes all over the place, forcing you to have to chase them down. Fire/Rad is more flexible, and frankly, easier to play. Also, Fire/Storm doesn't have any -Regen for AVs, as in Ling Rad and EM Pulse. It has Resistance and Defense debuffs in Freezing Rain, and ToHit Debuffs in Hurricane, but no Damage debuffs as in Enervating Field. On the other hand, it has added damage in the Tornado and Lightning Storm pets.

During this Halloween event, I can use my Fire/Rad, put out the Imps, turn on HF+CC, turn on my Indomitable Will mez protection, then pop a door and stand there. I Char any bosses or Puppies that come out, maybe use Fire Cages, but I can just stand there and let stuff die. On the other hand, my Stormies require some substantial management and strategy, but I love to use Hurricane to trap the baddies in an alcove and let the pets shred them.


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

OK, tyvm! I am going to start a fire/rad and see how I like it. I am sure it will be excellent! I appreciate all the tips! They have helped greatly!


"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."

 

Posted

If you are looking at Fire/Storm through the lens of "better" meaning AV killer; Fire/Rad is your best option. If you are looking at "better" as safety; Fire/Rad is probably a better option. If you are looking at "better" as a buzzsaw that tears through enemies at a fast and nasty clip unleashing destruction on masses then Fire/Storm is "better" and "uglier". In the early 40s I took mine to Cimerora and was taking out mobs of +4s with little effort. At the moment (50) I run her at +2/6 solo very easily, she could do 8 but I like the speed the 6 man spawn gets cleared.



Just make sure and slot your IOs for lots and lots of +end and +recovery


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by MentalMaden View Post
Silverado, I'm curious from a strategy perspective why you have SS and flight. Hasten and hover I get but I was wondering why both tier 3s and not just one? (or is that a flight pack icon?) 100% just curious.
Not to speak for Silverado, but I took Hasten, SS, CJ (not flight), SJ & Hover for my Fire/Rad, AV/GM-soloer. Obviously, CJ & Hover helps towards def and they along w/SJ (and/or Flight) are good BotZ mules (SS & CJ carry LotG +rech's too). Also, SS + SJ is an unbeatable travel combo, which is why I took SJ instead of Flight, since you can just buy a flight pack.

To the OP, and your followup questions:

Ill/Rad is safest & "easiest" for AV soloing and the like.

Fire/Rad is faster and better overall soloer, if you can get your defenses high enough.

Fire/Storm & /Kin are arguably higher damaging combos, but /Kin gives you no real defense and /Storm will leave you sucking for end. My Ice/Storm w/every +end IO proc & much set bonuses still sucks for end after I go all out on offense, where my Fire/Rad can sustain his main AV attack chain forever (i.e. I'm gaining end while attacking). Storm also has no self heal, which you will need to solo AVs if you're doing no-insp challenges (you still get hit 7.5% of the time, 8.5% against GMs). BTW, I've yet to see firm data on Fire/Kin or /Storm (or /Cold now) against hard targets and the fastest Pylon times that I've see are all Fire/Rads.


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by Jharber View Post
OK, tyvm! I am going to start a fire/rad and see how I like it. I am sure it will be excellent! I appreciate all the tips! They have helped greatly!

One thing you need to be aware of -- Fire/Rad is a fairly slow starter. It doesn't really come into its own until around level 35 or so. You need to get Flashfire, Fire Cages, Hot Feet, Choking Cloud and Fire Imps all slotted up properly. Plus AM really helps.

In low levels consider taking Air Sup/Fly for travel. The added control from knockdown in Air Sup saved my tail quite a few times -- a knockdown to keep a foe from attacking while you wait a couple of seconds for Char to recharge can save you if you have a sliver of health away from a faceplant. At 50, I still have Air Sup/Fly, but I also have Super Speed with a Celerity Stealth in it for battlefield maneuvers.

My quick Mini-guide: For Fire, Char, Fire Cages, Hot Feet, Flashfire, Cinders and Fire Imps are fairly essential. Ring of Fire, Smoke and Bonfire are optional, depending on your playstyle -- if you expect to solo a lot, Ring of Fire slotted for damage helps. I chose Bonfire, and skipped RoF and Smoke, but there are good reasons for any of these three powers.

For Rad, Radiant Aura (no choice) AM, RI, EF, LR and Choking Cloud are essential -- Fire/Rad is probably the single build that can make best use of Choking Cloud. EM Pulse is highly recommended, but situational. Mutation and Fallout would be nice to fit in for a team-oriented build, but I couldn't.

Any travel power works, but I liked Air Sup/Fly. Fitness is essential. For APP sets, I found my biggest need was mez protection, so I went with Psi and have Indomitable Will, Psi Tornado and Mind Over Body. Then I took Super Speed at 49 for stealth and better battlefield maneuvering.


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
One thing you need to be aware of -- Fire/Rad is a fairly slow starter. It doesn't really come into its own until around level 35 or so. You need to get Flashfire, Fire Cages, Hot Feet, Choking Cloud and Fire Imps all slotted up properly. Plus AM really helps.
I have a different perspective. I found my Fire/Rad worked very well early. From level 13 on, I could FlashFire and melt enemies with Hot Feet. I did take Boxing fairly early, which helps immensely in the lower levels (any pool attack will do, I just happened to want Tough and Weave, so I went with Boxing). Even without Flashfire, Char and Ring of Fire would get me containment action on two of 5 mobs right away, while the rest started running thanks to HF and I'd just keep target switching to lock down as many as I could, letting Hot Feet do most of the work. RI kept me fairly safe usually and RA was enough to make up the rest (If I needed RA too much, I'd have end problems).

After 20, Stamina, SOs (then IOs when they came out), faster recharging Hasten and AM (thanks to those SOs), it was very smooth and efficient spawn decimation, IME.

Quote:
Originally Posted by Local_Man View Post
In low levels consider taking Air Sup/Fly for travel. The added control from knockdown in Air Sup saved my tail quite a few times -- a knockdown to keep a foe from attacking while you wait a couple of seconds for Char to recharge can save you if you have a sliver of health away from a faceplant. At 50, I still have Air Sup/Fly, but I also have Super Speed with a Celerity Stealth in it for battlefield maneuvers.
One can't go wrong with Air Sup.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

I'm considering rolling a controller alt, and I've just come back after all the color-changing features on powers. Now that I can get rid of the dreadfull radiation green, the set seems much more charming. However, I have a few questions, and this seems like the best place to put them. I would greatly appreciate advice.

1) Fire/Rad has been mentioned as the better soloer, but between it and Ill/Rad, which is better for small groups/large groups/task forces?

2) What are Fire/Rad's main disadvantages when compared to Ill/Rad, and vice-versa.

3) While Ill/Rad's damage against large groups is obviously less than Fire/Rad's, how does it compare to other sets, like Earth/Storm (reknowned for low damage). Also, do PA or Imps benefit from containment?

4) If you have both, which do you enjoy more, and why?

These questions are addressed to anyone, I'm stuck between these two combos and I'd love some advice before I devote too much time into either set.


 

Posted

Quote:
Originally Posted by Dinlek View Post
I'm considering rolling a controller alt, and I've just come back after all the color-changing features on powers. Now that I can get rid of the dreadfull radiation green, the set seems much more charming. However, I have a few questions, and this seems like the best place to put them. I would greatly appreciate advice.
First, I suggest you take a look at my Ill/Rad guide, linked in my sig. Many of your questions are answered there.

Quote:
1) Fire/Rad has been mentioned as the better soloer, but between it and Ill/Rad, which is better for small groups/large groups/task forces?
I don't know that I would say that Fire/Rad is a "better soloer," just different. Ill/Rad has better single target damage if you leverage the illusory damage right, and gets a huge improvement at 18 with Phantom Army. Fire/Rad is much more AoE focused. So I would say that Ill/Rad is probably better against smaller numbers of tougher foes, while Fire/Rad is better against larger numbers of weaker foes. Both of them get very powerful in later levels, but I think Ill/Rad matures faster.

Quote:
2) What are Fire/Rad's main disadvantages when compared to Ill/Rad, and vice-versa.
See above. Ill/Rad is more flexible, but Fire/Rad kills large numbers better. Phantom Army is the thing that makes Ill/Rad more powerful against tough foes -- the PA keep the attention away from you while you and your pet blast away. With PA, an Ill/Rad can tank an AV. Against that same tough foe, a Fire/Rad has weaker defenses and most of his damage is AoE so it takes longer to kill things -- but you can kill a lot of things in the same amount of time. Both builds are great, and I continue to use them both. They have very different playstyles.

Quote:
3) While Ill/Rad's damage against large groups is obviously less than Fire/Rad's, how does it compare to other sets, like Earth/Storm (reknowned for low damage). Also, do PA or Imps benefit from containment?
Ill/Rad is one of the higher damage sets if you properly leverage the illusory damage. Part of the reason is that you can get an effective and quick attack chain with Blind-SW-Blast-SW (once you get the APP blasts). Earth/Storm is able to solo thanks to the damage in Tornado and Lightning Storm, but not quickly.

No pets benefit from containment. That includes "pseudo-pets" like Tornado and Lightning Storm as well as real pets like Phantasm, Phantom Army and Fire Imps.

Quote:
4) If you have both, which do you enjoy more, and why?
I have both, and Ill/Rad is my favorite build in the game. Fire/Rad isn't far behind, though. Ill/Rad is safer. Ill/Rad takes more thought and strategy. Ill/Rad has more tools for a variety of situations. Deceive is a big part of the fun. Invisibility to be the team spy. Spectral Terror is my spooky buddy. Choosing when and where to use PA. Illusion is safer -- it is not uncommon for my Ill/Rad to survive when nobody else on the team does.

Everyone has their own preferences, however. I happen to really like Illusion -- I have three Illusion controllers at 50 (Ill/Rad, Ill/Storm and Ill/TA) and a 4th one at 40 (second Ill/Rad on a different server). I have my 50 Fire/Rad who was leveled up with a specific team, but who has gotten a lot of post-50 play. I also have a Fire/Kin at 42 and a Fire/Storm in the 20's. I consider Fire to be a melee-oriented set, and thus more limited.

Quote:
These questions are addressed to anyone, I'm stuck between these two combos and I'd love some advice before I devote too much time into either set.
Both sets are a lot of fun, and I would suggest that you try both. It may be that Fire/Rad fits your playstyle better. I think that my Ill/Rad guide explains why I like Ill/Rad so much.


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

 

Posted

To add to what's been said earlier I doubt you'll be disappointed in either an Ill/Rad or a Fire/Rad; the Ill is a good bit more survivable while the Fire kills large groups much faster.

My only real quibble with Illusion is that it's more difficult to set up containment on more than a single foe... that's an area where Fire holds an advantage. I've played both Ill/Rad and Fire/Rad and enjoyed both; personally I found that once the build matured around 33-35 the Fire/Rad was more capable and more fun. Below that the Ill/Rad was significantly more effective.

Both combinations will be effective teammates and both can do the job. Which one is "better"? Whichever one you enjoy playing most... for me it's the Fire/Rad, for Local it's the Ill/Rad. If you're playing in a static team a group of Fire/Rads is incredible... of course so are a bunch of Ill/Rads. I've played in both situations, generally with Local and a bunch of our buddies.


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