ill/rad/fire troller
for PA i would take 4 expedients reenforcments (all excepts the dm/end and the petaura), the proc from soulbound and the dmg/recharge
you can take one slot from hasten and one from EF and move tham to stamina for 2 endmod IOs (i would prefer slotting stamina with for performance shiter (endmod endmod/acc endmod/rech and the chance for +end)
the stealthIO in sprint has no effect SI gets you to stealthcap as a troller
PS: take a look at local mans guide: http://tinyurl.com/n4on4v
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
Your build looks quite good as-is, quite frankly, so let me preface this by saying that all of the following is just my opinion and playstyle choice decisions. They change your build in some pretty significant (but not totally game-altering) ways. If my advice feels wrong to you then you have my permission to totally ignore it. Although you should take into account that I have a lot of ill/rad experience. Mine has been my main since Issue 3, although lately my perma-hasten Warshade has been taking more of a front seat. I am currently running a perma-PA + Psi Mastery build.
I agree with vernichterhelge regarding PA slotting. IMO that is the best slotting for PA. That SA proc is fantastic in a pet power that spawns more than one pet. It has a 16% chance to fire on every PA attack. While the buff only affects the decoy that actually fired the proc, it still provides a very effective DPS boost to the power as a whole (since it goes off so frequently), and really helps leverage the high recharge of PA. Keep in mind, though, that the new "boost up" buff bar icon that indicates when a build up proc has gone off doesn't show up for PA for some reason. Rest assured, the proc IS working.
I would suggest swapping the Bas Gaze slotting in Blind for Decimation. You would lose 1% recharge but gain another great single-target attack. Considering how laughably powerful you will be overall, an extra 16.7 seconds of hold duration seems unnecessary. An extra 55 damage (with containment) per shot of Blind seems eminently more useful, at least to me.
You may already know this, but I'll throw it out there in case you don't. The 7.5% recharge bonus from Bas Gaze doesn't stack with the 7.5% recharge bonus from the LoTG global recharge IO. The no-stacking-after-5 rule only applies to bonuses with the same name (i.e the name of the bonus as listed in your list of bonuses on your personal info page). I'm not positive on the name of the Bas Gaze bonus but I think it's something like "huge improved recharge time bonus". The LoTG one is called something like "luck of the gambler: global recharge bonus". Suffice to say you can have five 7.5% recharge set bonuses and five 7.5% LoTG globals. Pretty cool. Picking some more defense-slottable powers would allow you to steal slots from some of you lower recharge bonus set slotting.
If you swap Fire Shield for Group Invis you can get another LoTG in there. I really don't think you will miss the shield, to be honest. It is useful if you are trying to solo AV's and take a shot or two during the recast of PA, but between your heal and some judicious use of blocking terrain during the recast you really don't need it. And you certainly don't need the end cost, lol.
Likewise with Consume. Consume can be an amazingly helpful power in most cases, but with perma-AM, stamina, the two +recovery uniques, toggle management (pretty much just turning off Sup Invis once PA has established aggro, or just using GI when actively fighting) and decent end redux slotting in your attacks I doubt you will need it. Plus the stability of stand-alone endurance management is much lower-stress than having to monitor your blue bar and zoom in for a Consume and hoping it hits, lol. Heavy use of EM Pulse and its 15 second recovery debuff could alter this rationale, though. I would swap Consume for Combat Jumping and slot a LoTG global and a Karma -KB. This would allow you to steal a couple slots from Rad Infection by replacing the Dark Watcher's Despair for Enzyme HOs. Enzymes are pretty much the most efficient slotting for RI. You get the equivalent of nine slots worth of SOs from 3 slots. It's too good to pass up, IMO, especially if you don't need the bonuses from the DW'sD.
Long story short, here's my perma-PA + recovery + Fireball ill/rad build. It gets you a bit more recharge, allowing you to maximize AoE containment damage by perma-holding enemies via chaining Flash and EM Pulse (if I have figured it correctly, that is).
EDIT: Keep in mind the order of power picks here may not be ideal. That's the one facet of this build I haven't really worked on yet
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Mr. Enigma: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Spectral Wounds -- Apoc-Dam%(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Dmg(5), Apoc-Dmg/EndRdx(5)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(36)
Level 2: Blind -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
Level 4: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(11), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(13)
Level 6: Radiation Infection -- HO:Enzym(A), HO:Enzym(15), HO:Enzym(15), Achilles-ResDeb%(17)
Level 8: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(19), Efficacy-Acc/Rchg(19), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(27)
Level 10: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def(21), RedFtn-Def/EndRdx(37), RedFtn-EndRdx(40), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx/Rchg(43)
Level 12: Hover -- LkGmblr-Rchg+(A), Flight-I(31), Krma-ResKB(50)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 16: Swift -- Flight-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(23), ExRmnt-Acc/Dmg/Rchg(23), ExRmnt-Acc/Dmg(25), S'bndAl-Dmg/Rchg(25), S'bndAl-Build%(27)
Level 20: Lingering Radiation -- TmpRdns-Acc/Slow(A), P'ngTtl-Acc/Slow(37)
Level 22: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(36)
Level 24: Stamina -- EndMod-I(A), EndMod-I(34)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Acc/EndRdx(29), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(31), Abys-Dam%(31)
Level 28: Enervating Field -- EndRdx-I(A), EndRdx-I(46)
Level 30: Fly -- Flight-I(A)
Level 32: Phantasm -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), BldM'dt-Acc/Dmg(40)
Level 35: Group Invisibility -- LkGmblr-Rchg+(A)
Level 38: Flash -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(39), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(40), Acc-I(43)
Level 41: Fire 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: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Knock%(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46), EndRdx-I(46)
Level 47: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48), RechRdx-I(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
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)
- 1.25% Defense(Ranged)
- 4.5% Max End
- 39% Enhancement(Accuracy)
- 2.75% Enhancement(Terrorized)
- 4% Enhancement(Confused)
- 123.8% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 83.9 HP (8.25%) HitPoints
- 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%
- 15.5% (0.26 End/sec) Recovery
- 42% (1.78 HP/sec) Regeneration
- 7.56% Resistance(Fire)
- 7.56% Resistance(Cold)
...in CoH racing to 50 is like trying to race to the end of your vacation. -Arcanaville
Debt barely slows down levelling these days. It's just a little bar that measures how much Awesome you've generated recently. (If you're not getting debt, you're just not trying to generate Awesome hard enough.) -Kelenar
i am making a ill/rad/fire troller with perma pa and this is what i have come up with. please give me your thoughts on it.