Ill/Rad


Death_Ex_Nihilo

 

Posted

So I'm gonna make an ill/rad troller. I've made a build and slotted for recharge first and ranged defense second. I really just want perma hasten/AM and want to be able to hold my own. Any fixes or suggestions towards my build would be appreciated. Also, I don't really have the influence for it, so, purples are outta the question.

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: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Flight
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Blind

  • (A) Decimation - Accuracy/Damage
  • (11) Decimation - Damage/Endurance
  • (13) Decimation - Damage/Recharge
  • (13) Decimation - Accuracy/Endurance/Recharge
  • (15) Decimation - Accuracy/Damage/Recharge
Level 1: Radiant Aura
  • (A) Doctored Wounds - Heal/Endurance
  • (7) Doctored Wounds - Heal/Recharge
  • (9) Doctored Wounds - Heal/Endurance/Recharge
  • (9) Doctored Wounds - Heal
  • (11) Doctored Wounds - Recharge
Level 2: Deceive
  • (A) Malaise's Illusions - Accuracy/Recharge
  • (3) Malaise's Illusions - Endurance/Confused
  • (3) Malaise's Illusions - Accuracy/Endurance
  • (5) Malaise's Illusions - Confused/Range
  • (5) Malaise's Illusions - Accuracy/Confused/Recharge
  • (7) Malaise's Illusions - Chance of Damage(Psionic)
Level 4: Radiation Infection
  • (A) Dampened Spirits - To Hit Debuff
  • (15) Dampened Spirits - To Hit Debuff/Recharge
  • (17) Dampened Spirits - To Hit Debuff/Recharge/Endurance
  • (17) Dampened Spirits - Recharge/Endurance
  • (19) Dampened Spirits - To Hit Debuff/Endurance
Level 6: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (21) Efficacy Adaptor - EndMod/Recharge
  • (21) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (23) Efficacy Adaptor - Accuracy/Recharge
  • (23) Efficacy Adaptor - EndMod/Accuracy
  • (25) Efficacy Adaptor - EndMod/Endurance
Level 8: Hasten
  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
  • (27) Recharge Reduction IO
Level 10: Enervating Field
  • (A) Endurance Reduction IO
  • (27) Endurance Reduction IO
  • (29) Endurance Reduction IO
Level 12: Superior Invisibility
  • (A) Luck of the Gambler - Recharge Speed
  • (29) Karma - Knockback Protection
Level 14: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 16: Hurdle
  • (A) Jumping IO
Level 18: Health
  • (A) Healing IO
Level 20: Stamina
  • (A) Performance Shifter - Chance for +End
Level 22: Phantom Army
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (34) Expedient Reinforcement - Accuracy/Damage
  • (36) Expedient Reinforcement - Damage/Endurance
  • (36) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (36) Expedient Reinforcement - Endurance/Damage/Recharge
  • (37) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 24: Mutation
  • (A) Recharge Reduction IO
Level 26: Recall Friend
  • (A) Endurance Reduction IO
Level 28: Hover
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (31) Luck of the Gambler - Recharge Speed
Level 30: Lingering Radiation
  • (A) Tempered Readiness - Accuracy/Slow
  • (31) Tempered Readiness - Damage/Slow
  • (37) Tempered Readiness - Accuracy/Endurance
  • (37) Tempered Readiness - Range/Slow
  • (39) Tempered Readiness - Endurance/Recharge/Slow
  • (39) Tempered Readiness - Accuracy/Damage/Slow
Level 32: Phantasm
  • (A) Kinetic Crash - Damage/Knockback
  • (33) Kinetic Crash - Accuracy/Knockback
  • (33) Kinetic Crash - Recharge/Knockback
  • (33) Kinetic Crash - Recharge/Endurance
  • (34) Kinetic Crash - Damage/Endurance/Knockback
  • (34) Kinetic Crash - Accuracy/Damage/Knockback
Level 35: Fallout
  • (A) Cloud Senses - ToHit Debuff
  • (39) Cloud Senses - Accuracy/ToHitDebuff
  • (40) Cloud Senses - Accuracy/Recharge
  • (40) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (40) Cloud Senses - Accuracy/Endurance/Recharge
  • (42) Cloud Senses - Chance for Negative Energy Damage
Level 38: Flash
  • (A) Lockdown - Accuracy/Hold
  • (42) Lockdown - Accuracy/Recharge
  • (42) Lockdown - Recharge/Hold
  • (43) Lockdown - Endurance/Recharge/Hold
  • (43) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (43) Lockdown - Chance for +2 Mag Hold
Level 41: Hurl Boulder
  • (A) Thunderstrike - Accuracy/Damage
  • (45) Thunderstrike - Damage/Endurance
  • (45) Thunderstrike - Damage/Recharge
  • (45) Thunderstrike - Accuracy/Damage/Recharge
  • (46) Thunderstrike - Damage/Endurance/Recharge
Level 44: Rock Armor
  • (A) Luck of the Gambler - Defense/Endurance
  • (46) Luck of the Gambler - Defense/Endurance/Recharge
  • (46) Luck of the Gambler - Defense
  • (50) Luck of the Gambler - Recharge Speed
Level 47: Earth's Embrace
  • (A) Doctored Wounds - Heal/Endurance
  • (48) Doctored Wounds - Heal/Recharge
  • (48) Doctored Wounds - Heal/Endurance/Recharge
  • (48) Doctored Wounds - Heal
  • (50) Doctored Wounds - Recharge
Level 49: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Containment



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1414;691;1382;HEX;|
|78DAA593D94F534114C6E776A1748116CABE4AD9450A7D7379301131215AAC803EA|
|9A4C2056E726D49EF2571D73F00B7275C8222C6B83EB8BD18FF137D744D8C1BBBBE|
|D439E79B22898FDEB4DFAFF3CD3967E64CEFC44FEC0E087161A7D0423D66D2B2867|
|BD2293B93364D3DE38E27C78D11E1114234FE757301D13ED39CB28C742A674436C4|
|EC9A1A1B8B0E24478DA44D11BDC70D8B428BFA52137A464FD9D1DC0F5F222D4B0D4|
|EEAFA68807FEE31EC946E59C53C18D24D7D329DB1B98A1FF3A6313E6117F74E1A23|
|D1413B9DD287E349CBD633272BE436DBE5774E13EAC9BAC48C44ABF05D6304AE033|
|718853719FD1BC3F7CA414CE4C519F9FDC07E862FC1B823151959B7B6C096631158|
|62B8968115945A655009A786459C4F1D64153E63849E032F18C52F19B4941BE16EF|
|7345B2517814B8CB2CBC01546C5554644FE511E64393C1D8267802AE0809CF4AA00|
|6F0366801AE0AE9CF42340F397F2CE6BD6E4A85634CADA05685B2B7883BDBE65E4C|
|999207244B08DCB78A455A4ACA226B6F2A5155656788613EFC961A93AC9D2EF6C35|
|FC6034FE0416804546D31263406695234B94A3AD6659BB52599568C42BAD6AD5693|
|5B65B87EDD6A1AD418DBAC2E2B5F7D9AA7BC0687A083C62B43C069E3028B05E65D5|
|9FE27A9B4E036780B3E8E31C709E715066455456E49D83166E79CF68FD007C043E3|
|1DA3F33E66556B3CA6A5EE642ED2BC02A63F31AF00BF8CDF8E214A24DBDCD6DB37C|
|165B6E01B7813946E73CE3AB0CEFC039393B42DC6367182861C4705CDF645C54958|
|DE29274E19274E19274E192C47049FCF2F8BBD5DBD28DE38FE1F86B5CEBB74D7EE4|
|23F6FDE3245CEB574C68ECD4FE8DF9AFE7552057C73BE0933A44922039447298E40|
|8C9519224C931921192ECEBF5ECE056DAD03692ED243B48A629C8E397E227099014|
|90149204494224619232922A925992EC1FA84E152A|
|-------------------------------------------------------------------|


 

Posted

First, I suggest you take a look at my Ill/Rad guide, linked in my sig. I have lots of slotting suggestions in the guide.

There are a few things that jump out at me. Fallout, if you take it, is a damage power. The Debuff in it is already massive, but the main purpose of the power is to explode your dead teammates to kill the bad guys. It needs to be slotted as a damage power. Between your Rad Debuffs and the large debuffs in Fallout, you don't need to enhance the debuffs.

On Phantom Army, the Expediant Reinforcement set doesn't quite cap your damage, and the +10% Resistance proc is wasted on three invulnerable phantoms. Try replacing the Dam/End and the proc with the two triples from Call to Arms, or even better, the Dam/Rech and Chance for Build Up from Soulbound. My guide has other options.

Phantasm: Enhancing Phanty's knockback is a waste. I know the set gives you 7.5% Recharge and some knockback protection, but Phanty is a major source of damage. You can go with another set of 4 Expediant Reinforcement and the 2 Call to Arms Triples. Other options are in my guide.

Some purple sets, like the Confuse purple set, are not all that expensive, and they provide a huge benefit. The Contagious Confusion proc is wonderful in Deceive.

I think Stamina is woefully underslotted, as those Rad toggles use a lot of end.

I'd make a few other comments, but I'm out of time.


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