Ill/Rad Build Request
Can someone throw me an ill/rad build? This is my first controller, and I'm thinking this toon will be worth it to spec out. What I am looking for is a top notch build (money won't be an issue), perma PA, purple sets up the wazoo :-) Basically an AV solo-er. Thank you in advance!
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Take a look at my Illusion/Radiation Guide. It has tons of information on your powers, strategies and several builds. I included leveling up builds and several Perma-PA builds.
If this is your first controller, you need to learn to walk before flying. I have a lot of good information on how to play controllers in the guide. Look at the purple link in my sig.
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
Take a look at my Illusion/Radiation Guide. It has tons of information on your powers, strategies and several builds. I included leveling up builds and several Perma-PA builds.
If this is your first controller, you need to learn to walk before flying. I have a lot of good information on how to play controllers in the guide. Look at the purple link in my sig. |
this should be one of the most expensive build for an ill/rad/earth troller:
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
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Level 1: Spectral Wounds Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(3), Apoc-Dam%:50(7), Apoc-Acc/Dmg/Rchg:50(15), Apoc-Acc/Rchg:50(43)
Level 1: Radiant Aura Dct'dW-Heal/Rchg:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal:50(11), Dct'dW-Rchg:50(43), Dct'dW-Heal/EndRdx/Rchg:50(46)
Level 2: Blind Decim-Acc/Dmg:40(A), Decim-Build%:40(3), Decim-Dmg/Rchg:40(7), Decim-Acc/EndRdx/Rchg:40(15), Decim-Acc/Dmg/Rchg:40(46)
Level 4: Accelerate Metabolism Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(5), Efficacy-EndMod/Acc/Rchg:50(11), Efficacy-EndMod/EndRdx:50(13), Efficacy-Acc/Rchg:50(19), Efficacy-EndMod/Acc:50(40)
Level 6: Hurdle Jump-I:50(A)
Level 8: Superior Invisibility LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(9), LkGmblr-Def/EndRdx/Rchg:50(9)
Level 10: Combat Jumping LkGmblr-Rchg+:50(A)
Level 12: Group Invisibility LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(13)
Level 14: Super Jump Zephyr-ResKB:50(A)
Level 16: Radiation Infection DarkWD-ToHitDeb:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(17), DarkWD-ToHitDeb/EndRdx:50(17), DarkWD-Rchg/EndRdx:50(23)
Level 18: Enervating Field EndRdx-I:50(A), EndRdx-I:50(19)
Level 20: Phantom Army ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(21), ExRmnt-Acc/Dmg/Rchg:50(21), ExRmnt-EndRdx/Dmg/Rchg:50(23), S'bndAl-Build%:50(34), S'bndAl-Dmg/Rchg:50(37)
Level 22: Health Mrcl-Rcvry+:40(A)
Level 24: Stamina EndMod-I:50(A), P'Shift-End%:50(25), P'Shift-EndMod:50(25)
Level 26: Lingering Radiation TmpRdns-Acc/Slow:50(A), TmpRdns-Acc/EndRdx:50(27), TmpRdns-EndRdx/Rchg/Slow:50(27), TmpRdns-Acc/Dmg/Slow:50(37), TmpRdns-Rng/Slow:50(46)
Level 28: Spectral Terror Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(29), Abys-Fear/Rng:50(29), Abys-Acc/EndRdx:50(40), Abys-Acc/Fear/Rchg:50(40)
Level 30: Deceive CoPers-Conf:50(A), CoPers-Conf/Rchg:50(31), CoPers-Acc/Conf/Rchg:50(31), CoPers-Acc/Rchg:50(31), CoPers-Conf%:50(34)
Level 32: Phantasm ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(33), C'Arms-Acc/Dmg:30(34)
Level 35: Flash UbrkCons-Dam%:50(A), UbrkCons-Hold/Rchg:50(36), UbrkCons-Acc/Hold/Rchg:50(36), UbrkCons-Acc/Rchg:50(36), UbrkCons-EndRdx/Hold:50(37), Lock-%Hold:50(45)
Level 38: EM Pulse BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(39), BasGaze-Rchg/Hold:30(39), BasGaze-EndRdx/Rchg/Hold:30(39)
Level 41: Fissure Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(42), Ragnrk-Acc/Dmg/Rchg:50(42), Ragnrk-Acc/Rchg:50(42), Ragnrk-Dmg/EndRdx:50(43)
Level 44: Rock Armor LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Def/EndRdx:50(45)
Level 47: Earth's Embrace Dct'dW-Heal:50(A), Dct'dW-Rchg:50(48), Dct'dW-EndRdx/Rchg:50(48), Dct'dW-Heal/Rchg:50(48), Dct'dW-Heal/EndRdx/Rchg:50(50)
Level 49: Hasten RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Containment
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Set Bonus Totals:
16,5% DamageBuff(Smashing)
16,5% DamageBuff(Lethal)
16,5% DamageBuff(Fire)
16,5% DamageBuff(Cold)
16,5% DamageBuff(Energy)
16,5% DamageBuff(Negative)
16,5% DamageBuff(Toxic)
16,5% DamageBuff(Psionic)
2,5% Defense(Energy)
2,5% Defense(Negative)
1,25% Defense(Ranged)
3,15% Max End
1,5% Enhancement(JumpSpeed)
126,3% Enhancement(RechargeTime)
1,5% Enhancement(RunSpeed)
1,5% Enhancement(JumpHeight)
1,5% Enhancement(FlySpeed)
39% Enhancement(Accuracy)
2,75% Enhancement(Terrorized)
4% Enhancement(Confused)
8% Enhancement(Heal)
5% FlySpeed
110,6 HP (10,9%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 5%
MezResist(Held) 5%
MezResist(Immobilize) 7,75%
MezResist(Sleep) 5%
MezResist(Stun) 5%
MezResist(Terrorized) 9,4%
19,5% (0,33 End/sec) Recovery
72% (3,06 HP/sec) Regeneration
7,56% Resistance(Fire)
7,56% Resistance(Cold)
5% RunSpeed
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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
The slotting is pretty good, but I have some issues with the APP set taken and the order powers are taken in the build above.
The order of powers will matter if you ever exempt . . . and one of the biggest benefits of the purple sets is that you keep your bonuses when you exemp. I try to take the most effective powers I can as early as possible to make the character better when exemping down. A frequent trend by many is to take Swift or Hurdle at level 6 . . . why? There are so many powers much more useful at that level and Hurdle can be delayed to 12 or 16. I would take Deceive or RI at that location. Move Group Invis way back, since it is only a mule for a LotG Recharge. EF can wait until after Stamina. Move Hasten way up, as the recharge will make a big difference with PA even on lower level TFs. You could move the travel power and pre-req back if you have Ninja Run.
In my guide, I discussed the benefits of having a single target blast from the APP sets. The Earth APP is the only set without a fast single target blast. With an Ill/Rad, you will get a lot more damage from a fast single target blast than any AoE, because it will allow you to better leverage Spectral Damage with a fast attack chain. If you want a set that will allow you to slot another LotG Recharge, then Ice is best (Slot another Decimation set in Ice Blast), and you still have Frost Breath or Ice Storm for that (ludicrously expensive) Ragnarok set, and Ice Armor for another LotG Recharge. Hibernate gives you a great "panic button" power if you can afford to drop Group Invis. Besides, Ice Armor looks better than Rock Armor.
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
I question a couple of other things about that build. I dont like the use of the proc instead of the dam/end in spectral wounds. You'll be eating through endurance like mad. I feel the same way about the Blind slotting. With that much recharge, you'll want the end reduction over the proc. Or maybe I'm wrong, but that seriously bothers me.
Also, the Phantasm could be better. You could take the first 4 items of the Expedient set (basically, do as the poster did but take Dam/End instead of Dam/End/Rech) and then put a level 50 acc/dam in there and you'll max acc/dam on Phanty.
I also agree 100% with Local Man's comments about build/slot order and epics. Especially the epics. Do you want to spend 5 billion and look like poo?
Anyway, that's an expensive build.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
I question a couple of other things about that build. I dont like the use of the proc instead of the dam/end in spectral wounds. You'll be eating through endurance like mad. I feel the same way about the Blind slotting. With that much recharge, you'll want the end reduction over the proc. Or maybe I'm wrong, but that seriously bothers me.
Also, the Phantasm could be better. You could take the first 4 items of the Expedient set (basically, do as the poster did but take Dam/End instead of Dam/End/Rech) and then put a level 50 acc/dam in there and you'll max acc/dam on Phanty. I also agree 100% with Local Man's comments about build/slot order and epics. Especially the epics. Do you want to spend 5 billion and look like poo? Anyway, that's an expensive build. Lewis |
However, you are absolutely right on Phanty -- replace that Call to Arms with a level 50 Acc/Dam Blood Mandate -- or even better, a Acc/Dam Hami-O (more expensive, too).
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
The order of powers will matter if you ever exempt . . . and one of the biggest benefits of the purple sets is that you keep your bonuses when you exemp. I try to take the most effective powers I can as early as possible to make the character better when exemping down. A frequent trend by many is to take Swift or Hurdle at level 6 . . . why? There are so many powers much more useful at that level and Hurdle can be delayed to 12 or 16.
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1) People take Swift or Hurdle at 6 so they can stop running Sprint all the time, which is very taxing pre-Stamina. Personally I don't take it that early if there's something a lot more important, but neither do I like to run in slow motion.
2) Unless you're slumming in AP to run with sewer teams, or joining radio teams in KR to get safeguards you've outleveled, or doing that Ouroboros mission that sets you to level 1, there's no reason to sweat whether you took Swift at 6 or 16. Exemping below 14 doesn't happen in flashback and it doesn't happen on TFs. And you now have access to your level 18 power even when exemped that low.
While I agree with most of your comments on ill/rad and endorse your guide, there are a couple things here I'd like to point out.
1) People take Swift or Hurdle at 6 so they can stop running Sprint all the time, which is very taxing pre-Stamina. Personally I don't take it that early if there's something a lot more important, but neither do I like to run in slow motion. 2) Unless you're slumming in AP to run with sewer teams, or joining radio teams in KR to get safeguards you've outleveled, or doing that Ouroboros mission that sets you to level 1, there's no reason to sweat whether you took Swift at 6 or 16. Exemping below 14 doesn't happen in flashback and it doesn't happen on TFs. And you now have access to your level 18 power even when exemped that low. |
Yes, I agree that it really doesn't make any difference most of the time. However . . . recently, my young son made a new character on my second account, and I decided to team with him at level 5 -- which allowed me to keep my powers only to level 10. I was glad that my Ill/Rad had taken Deceive at 6 instead of Hurdle . . . That's why it was fresh in my mind.
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
Frankly, how hard is it to turn off your Sprint Toggle when fighting?
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That said, I took:
1: Blind
2: SW
4: Deceive
6: AM
8: Air Sup
10: Swift
and although it's been a long time (since i7 or i8), I'm pretty confident the selection was spot on. By level 10 I had strong controls, strong damage and soloed very quickly and efficiently.
I know RI would have been useful early had I been more focused on team support, but as it was, I soloed, and RI wouldn't have been sustainable in situations where I'd really benefit from it.
Like you, I'm a big fan of an early Deceive, but I'm a bigger fan of early Sprint than I am of early RI; but that's likely just a difference in playstyle, not really definitive advice.
Can someone throw me an ill/rad build? This is my first controller, and I'm thinking this toon will be worth it to spec out. What I am looking for is a top notch build (money won't be an issue), perma PA, purple sets up the wazoo :-) Basically an AV solo-er. Thank you in advance!