Starting on IO's sets, need some advice.


Call Me Awesome

 

Posted

Here's my current build:



Recharge bonuses: 17.5%

6.25%- 4/5 Expedient Reinforcement (Phantasm)
5%- 5/6 Dampened Spirits (Radiation Infection)
6.25%- 5/6 Positron's Blast (Fireball)

Partial sets: 18.75% pending completion

6.25%- 4/5 Expedient Reinforcement [missing 1 recipe] (Phantom Army)
6.25%- 5/6 Malaise's Illusion [missing 1 slot] (Confuse)
6.25%- 5/6 Glimpse of the Abyss [missing 3 slots, 2 recipes] (Spectral Terror)

As you can see, I'm pretty close to getting up to 36.5%, but I need additional slots. I have a respec available, and I could easily move a couple over from hover, fly, lingering radiation, and EM Pulse. But I'm not sure what will be best in the long term. I've also got 1 of 5 Doctored Wounds in Radiant Aura that would give another 5% if I put more slots there. I lucked into an Unbreakable Restraint: Hold/End that I have in Blind, so I guess that will be my first purple set to go after, but they are very expensive.


 

Posted

My best suggestion would be to take a look at my Illusion/Radiation Guide, linked in my sig. I have a lot of discussion about perma-PA builds and the sets needed for additional Recharge. A little further down in the thread, you can see my current build.

If you want to squeeze out some slots, start with Enervating Field. That third EndRdx gives a very small benefit once you slot two IOs, so move the third slot.

You can cut the slots in Radiation Infection to 4 by using 4 from the Dark Watcher set. They are generally cheap, too.

With enough global Recharge, you will be able to cut out some slots from Ling Rad.


The best thing to do is get Mid's builder, and play around with it a bit.


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

Check out Local Man's guide on Ill/Rad, it'll give you a few ideas.

My own experience is that you really want to get two things out of set bonuses... Recharge and Recovery/Bonus Endurance. As recharge gets higher you'll become more and more effective, at the cost of course of higher and higher endurance use.

If you manage to get your recharge to Perma-PA levels (roughly 206%) you'll have a very effective character... unfortunately that level of recharge which is great for bringing your powers back sooner also means you're using them more often, thus burning more endurance. My own Perma-PA Ill/Rad has a total recovery of 4.7 end/second (250% recovery bonus, includes Perma-AM) and a bit over 114 points of total endurance... I can still run him dry in a hard fight. I'd hate to play him if I hadn't also concentrated on recovery.


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

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
Check out Local Man's guide on Ill/Rad, it'll give you a few ideas.

My own experience is that you really want to get two things out of set bonuses... Recharge and Recovery/Bonus Endurance. As recharge gets higher you'll become more and more effective, at the cost of course of higher and higher endurance use.

If you manage to get your recharge to Perma-PA levels (roughly 206%) you'll have a very effective character... unfortunately that level of recharge which is great for bringing your powers back sooner also means you're using them more often, thus burning more endurance. My own Perma-PA Ill/Rad has a total recovery of 4.7 end/second (250% recovery bonus, includes Perma-AM) and a bit over 114 points of total endurance... I can still run him dry in a hard fight. I'd hate to play him if I hadn't also concentrated on recovery.
I lucked into getting a miracle +end drop. Going to slot it in health. Actually just put it in, and my recovery with AM is 3.7/sec.


 

Posted

I'm curious, has anyone played around with Glimps of the Abyss: chance for psionic damage enhancement? Seems like it might be kind of fun to add that.


Okay, here's what I came up with. I left IO's in most of the powers that I wasn't going for a recharge bonus, so there's still a bit of room to get additional IO sets.




Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Blind -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(15), UbrkCons-EndRdx/Hold(15), Dmg-I(17)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal/Rchg(48), Dct'dW-EndRdx/Rchg(50)
Level 2: Spectral Wounds -- Apoc-Dmg/EndRdx(A), Apoc-Dam%(5), Apoc-Acc/Dmg/Rchg(5), Apoc-Dmg/Rchg(17), Apoc-Dmg(19), Acc-I(50)
Level 4: Deceive -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(7), Mlais-Acc/EndRdx(31), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(33)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(13), Efficacy-EndMod/Acc(13), Efficacy-EndMod/EndRdx(46)
Level 8: Radiation Infection -- DampS-ToHitDeb/EndRdx(A), DampS-Rchg/EndRdx(9), DampS-ToHitDeb/Rchg/EndRdx(33), DampS-ToHitDeb/Rchg(34), DampS-ToHitDeb(34), DefDeb-I(34)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(11)
Level 12: Hover -- LkGmblr-Rchg+(A)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Flight-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-EndRdx/Dmg/Rchg(21), ExRmnt-Acc/Dmg/Rchg(21), BldM'dt-Dmg/EndRdx(23), RechRdx-I(23)
Level 20: Health -- Mrcl-Rcvry+(A)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(48), Efficacy-EndMod/EndRdx(50)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(29), Abys-Acc/EndRdx(29), Abys-Acc/Fear/Rchg(31), Abys-Fear/Rng(31)
Level 28: Lingering Radiation -- Acc-I(A), RechRdx-I(36)
Level 30: Superior Invisibility -- LkGmblr-Rchg+(A), EndRdx-I(39), EndRdx-I(39)
Level 32: Phantasm -- ExRmnt-+Res(Pets)(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), Dmg-I(37), Dmg-I(37)
Level 35: Flash -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/Hold(40), RechRdx-I(42)
Level 38: EM Pulse -- Acc-I(A), Hold-I(42)
Level 41: Fire Ball -- Ragnrk-Acc/Rchg(A), Ragnrk-Dmg/EndRdx(42), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Dmg/Rchg(43), Ragnrk-Dmg(43)
Level 44: Fire Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(45), Decim-Dmg/Rchg(45), Decim-Dmg/EndRdx(45), Decim-Acc/Dmg(46)
Level 47: Fire Shield -- ImpSkn-Status(A), ImpSkn-EndRdx/Rchg(48)
Level 49: Consume -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:

  • 19.5% DamageBuff(Smashing)
  • 19.5% DamageBuff(Lethal)
  • 19.5% DamageBuff(Fire)
  • 19.5% DamageBuff(Cold)
  • 19.5% DamageBuff(Energy)
  • 19.5% DamageBuff(Negative)
  • 19.5% DamageBuff(Toxic)
  • 19.5% DamageBuff(Psionic)
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 1.25% Defense(Ranged)
  • 4.05% Max End
  • 39% Enhancement(Accuracy)
  • 103.8% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 2.5% Enhancement(Confused)
  • 2.75% Enhancement(Terrorized)
  • 83.9 HP (8.25%) HitPoints
  • MezResist(Confused) 12.5%
  • MezResist(Held) 12.5%
  • MezResist(Immobilize) 15.3%
  • MezResist(Sleep) 14.7%
  • MezResist(Stun) 12.5%
  • MezResist(Terrorized) 14.7%
  • 15.5% (0.26 End/sec) Recovery
  • 36% (1.53 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 16.3% Resistance(Fire)
  • 16.3% Resistance(Cold)
  • 10% Resistance(Energy)
  • 12.5% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
------------
Set Bonuses:
Unbreakable Constraint
(Blind)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Doctored Wounds
(Radiant Aura)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Apocalypse
(Spectral Wounds)
  • 16% (0.68 HP/sec) Regeneration
  • 30.5 HP (3%) HitPoints
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Malaise's Illusions
(Deceive)
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% Enhancement(Confused)
  • 2.5% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Efficacy Adaptor
(Accelerate Metabolism)
  • 11.4 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Dampened Spirits
(Radiation Infection)
  • 2% DamageBuff(All)
  • 1.8% Max End
  • 2.5% Resistance(Negative)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Hover)
  • 7.5% Enhancement(RechargeTime)
Expedient Reinforcement
(Phantom Army)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Efficacy Adaptor
(Stamina)
  • 11.4 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Glimpse of the Abyss
(Spectral Terror)
  • 2.75% Enhancement(Terrorized)
  • 19.1 HP (1.88%) HitPoints
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Superior Invisibility)
  • 7.5% Enhancement(RechargeTime)
Expedient Reinforcement
(Phantasm)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 10% Resistance(All)
Basilisk's Gaze
(Flash)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Ragnarok
(Fire Ball)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Decimation
(Fire Blast)
  • MezResist(Immobilize) 2.75%
  • 11.4 HP (1.13%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Impervious Skin
(Fire Shield)
  • MezResist(Sleep) 2.2%
  • Status Resistance 7.5%


 

Posted

I just finished my Perma PA Ill/Rad, using Local Man's guide.

A word of caution - it's expensive. I had a bunch of LoTG 7.5s and piled up a billion for the build. It took about that much with the current market rate. I did find a way to cut about 150 million without a significant loss of power.

That said, the build flows easily and the powers work so well in concert with each other. Drop PA on a mob, AM then Hasten while they grab aggro, drop Specteral Terror, debuff the boss, Deceive the minions and keep a minion ot Lt targeted.

You do not need Perma PA, though. You really don't. My second build is SOs and procs. You can do just fine with that if you go on teams often. In fact, it's a build for TFs.


 

Posted

Here are a few thoughts on your build:

Blind: This power is key, but it provides both hold and damage. You said that you had one of the Unbreakable Constraint set. The rest of that set will be quite expensive to get -- nice to have, but expensive. I don't have it on my Ill/Rad at the moment. If I had it, I would put it in Flash instead of Blind. In Blind, I have 4 Basilisk Gaze, an Acc/Dam/Rech and a Damage. That added damage from Blind is nice.

You might consider selling that one Unbreakable Constraint to help fund some of the rest of your build unless you already have plenty of Infl.

Spectral Wounds: The Apocolypse set is very, very expensive, so unless you have Infl to burn, you may want to consider another option. I use 5 of the Decimation set, including the Chance for Build Up here because I use SW so much. If you have a spare slot, you can add a little bit more Acc/Dam/Rech from another set. Note that the Decimation set has 6.25% recharge, as do many other sets -- make sure you have no more than 5.

Deceive: The Malaise set is another where you get 6.25% Recharge -- but the purple Confuse set is probably the second cheapest purple set, and the proc is wonderful in this power. Here is where you can splurge and get 5 of the Coercive Pursuasion set -- get all but the pure Confuse one. The proc gives you an occasional Mass Confusion, and the set gives 10% Recharge, freeing up another 6.25% for another power.

Radiation Infection: I suggest 4 Dark Watcher, or if you are short on slots, 3 Enzyme Hami-Os.

Phantom Army: 4 Expediant Reinforcement you have, but you should finish out the set with either (a) the two triples from Call to Arms, or (b) the Dam/Rech and Chance for Build Up from the purple Soulbound Allegiance set. The second choice is better if you can afford it. You have three times the chance of that Build up proc hitting with Phantom Army.

Stamina: I think 6-slotting Stamina is a waste. 3 common EndMod, or 4 Performance Shifter if you can get the proc. You can make up that 5% Recharge somewhere else.

Hasten: If you have enough global Recharge and can put Hasten on Auto, you can get by with 2 slots in Hasten. (I put 3 in Hasten, and this is the one change I would make to my current build.)

Spectral Terror: 5 Glympse of the Abyss is great slotting as long as you don't already have 5 other powers with the 6.25% Recharge. I had to knock this down to the Unspeakable Terror set for 5% Recharge for that reason alone.

Ling Rad: Once you have enough Recharge to get Perma-PA, you don't need any recharge in this power. A single Accuracy in the Default slot is good enough if you have some global Accuracy bonuses.

Superior Invis: Consider adding slots here. 1 LotG 7.5% Recharge, and 5 Red Fortune will give you a total of 12.5% recharge from one power. Make sure you get max EndRdx from the Red Fortunes.

Phantasm: I'm not a big fan of the Resistance proc here, as Phanty usually stays out of melee and doesn't really need it. I suggest 4 Expediant Reinforcement, leaving out the proc and Dam/End, and adding one more slot of Acc/Dam from Blood Mandate or another pet set. That also saves a slot.

Flash: Consider replacing that Rech with an Acc/Hold/Rech from Ghost Widow or Essence.

EM Pulse: Here's another good place for 4 Basilisk Gaze. If you really want, you can add a 5th slot for Acc/Hold/Rech from another set, but EM Pulse's numbers are so good, it really doesn't need it.

Fireball: The Ragnarok is another very, very expensive set -- nice if you can get it, but I used the Posi Blast set with another 6.25% Recharge. If you can get it, you can free up a 6.25% slot for putting Malaise in Spectral Terror.

Fire Blast: I took this at 41, as I consider it more important than Fireball. I also put a 6th slot in it for a little extra Acc/Dam/Rech, since you get more bang from this power. It is key for your Blind-SW-Blast-SW attack chain.

Fire Shield: I only had one DamResist in this power, but wish I had another slot for it.

Consume: It is not very useful without more slots. I suggest you replace this with a power that can take a LotG Recharge, like Combat Jumping. Some people use Group Invis, but I think that CJ actually provides a benefit.


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 Erin Go Braugh View Post
I just finished my Perma PA Ill/Rad, using Local Man's guide.

A word of caution - it's expensive. I had a bunch of LoTG 7.5s and piled up a billion for the build. It took about that much with the current market rate. I did find a way to cut about 150 million without a significant loss of power.

That said, the build flows easily and the powers work so well in concert with each other. Drop PA on a mob, AM then Hasten while they grab aggro, drop Specteral Terror, debuff the boss, Deceive the minions and keep a minion ot Lt targeted.

You do not need Perma PA, though. You really don't. My second build is SOs and procs. You can do just fine with that if you go on teams often. In fact, it's a build for TFs.
Fullly agree! The perma-PA build is very expensive. 3 LotG Rechargs, 3 sets of Basilisk, 2 Decimation sets, 3 Enzymes, 1 set of the purple Confuse set and a few purples from the pet set. And it is not needed for a great character.

I kept my non-perma-PA build as it is a little more functional in some situations. Recall Friend lets me be the team spy. There are a lot of ways that an Ill/Rad can be great without Perma-PA. The Perma-PA build is mostly a gimmick that allows an Ill/Rad to solo AVs easier than any other controller and easier than almost any other build.


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

Personally, I rarely slot pets with more than 4 or 5 slots. PA would be the exception. I love slotting ST holds with Baslisk's and two +mag hold procs. You get a ~43% chance to one shot a boss on a hold and can do some amazing things to stack mag. Drop the damage in blind, it's really not helping. Plus if you went with Baslisk's here you could drop slots in Stamina and still keep your +rech. 4 slots there with the perf shifter proc is nice which frees up two more slots.

If you need slots elsewhere, RI could go with Dark Watchers despair on four slots and get the same recharge bonus. I wouldn't bother with 6 personally as you are going to have PA out a whole lot. So there's another one-two if you need them.

I like contagious confusion in Decieve. It doesn't come up a ton, but it is nice when it does.

Adding some of those freed up slots to EMPulse would allow you to drop Baslisks in there as well, bumping the AOE hold as well as adding to the +rech of the build.

Otherwise, expensive, but nice.


 

Posted

Thanks for all the input. It's helped me make some nice changes.

Right now I've already got 5 6.25% sets: expedient reinforcement x2, positron's blast, glimpse of the abyss, and malaise's illusion. I'm going to work on the purple set for confuse which will allow me to put a decimation set in fire blast. For spectral wounds, I'll go with Thunderstrike which has some nice bonuses, though no recharge. Eventually I can replace it with the Apocalypse set if I end up having the resources.

On Blind I'm going 4 Bas and 2 Thunderstrike (for damage and recovery bonus).

Radiation infection will have 5 slots. I'll keep the 5 Dampened Spirits at first for the recharge (since I already have them), but eventually will go to the 4 Dark Watcher + a Hammy O for the defense debuff.

Phantasm is down to just the 4 slots. Flash is just the 5 Unbreakable Restraint.

I took your advice and made stamina just the 3 slots, but I decided to try 5 slots in fire shield. I can get 5% recharge and some very nice status protection in addition to maxed resistance with the Impervious Skin set.

I've still got 2 slots in Lingering Radiation, which would be nice while I don't have all the recharge & accuracy to make it better without slots. I could put it in Accelerate Metabolism to get an extra 5% recharge though.

I added an additional slot to Consume. With 2 slots, I can put efficacy adaptor in there to boost the effectiveness of Consume. But there's also the option of putting 2 Armageddon in there which would give 4% recovery, though that would be a low priority.


Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

96.3% Enhancement(RechargeTime)


Tider2: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Spectral Wounds -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(31)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal/Rchg(39), Dct'dW-EndRdx/Rchg(40)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(5), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(7), Thundr-Dmg/Rchg(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Deceive -- CoPers-Conf%(A), CoPers-Conf(15), CoPers-Conf/EndRdx(17), CoPers-Conf/Rchg(25), CoPers-Acc/Conf/Rchg(31), CoPers-Acc/Rchg(50)
Level 6: Accelerate Metabolism -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(7), Efficacy-EndMod/Rchg(15), Efficacy-EndMod(36), Efficacy-EndMod/EndRdx(37)
Level 8: Radiation Infection -- DarkWD-Rchg/EndRdx(A), DarkWD-Slow%(25), DarkWD-ToHitdeb/Rchg/EndRdx(29), DarkWD-ToHitDeb/EndRdx(34), HO:Enzym(46)
Level 10: Hover -- LkGmblr-Rchg+(A)
Level 12: Enervating Field -- EndRdx-I(A), EndRdx-I(17)
Level 14: Fly -- EndRdx-I(A)
Level 16: Swift -- Flight-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Build%(21), S'bndAl-Dmg/Rchg(40)
Level 20: Health -- Mrcl-Rcvry+(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(34)
Level 26: Spectral Terror -- Abys-Dam%(A), Abys-Acc/EndRdx(27), Abys-EndRdx/Fear(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(40)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 30: Superior Invisibility -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(31), GftotA-Def/EndRdx/Rchg(34)
Level 32: Phantasm -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33)
Level 35: Flash -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(37), UbrkCons-Acc/Hold/Rchg(37), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(39)
Level 38: EM Pulse -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(43), BasGaze-Acc/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(46)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(42), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43)
Level 44: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/EndRdx(46)
Level 47: Fire Shield -- ImpSkn-Status(A), ImpSkn-ResDam/EndRdx(48), ImpSkn-ResDam/Rchg(48), ImpSkn-ResDam/EndRdx/Rchg(48), ImpSkn-EndRdx/Rchg(50)
Level 49: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:

  • 12.5% DamageBuff(Smashing)
  • 12.5% DamageBuff(Lethal)
  • 12.5% DamageBuff(Fire)
  • 12.5% DamageBuff(Cold)
  • 12.5% DamageBuff(Energy)
  • 12.5% DamageBuff(Negative)
  • 12.5% DamageBuff(Toxic)
  • 12.5% DamageBuff(Psionic)
  • 11.3% Defense(Energy)
  • 11.3% Defense(Negative)
  • 11.3% Defense(Ranged)
  • 2.25% Max End
  • 4% Enhancement(Confused)
  • 96.3% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 2.75% Enhancement(Terrorized)
  • 40% Enhancement(Accuracy)
  • 4% FlySpeed
  • 83.9 HP (8.25%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • MezResist(Confused) 12.5%
  • MezResist(Held) 12.5%
  • MezResist(Immobilize) 15.3%
  • MezResist(Sleep) 14.7%
  • MezResist(Stun) 12.5%
  • MezResist(Terrorized) 14.7%
  • 26% (0.43 End/sec) Recovery
  • 26% (1.1 HP/sec) Regeneration
  • 5.36% Resistance(Fire)
  • 5.36% Resistance(Cold)
  • 4% RunSpeed
  • 2% XPDebtProtection
------------
Set Bonuses:
Thunderstrike
(Spectral Wounds)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Doctored Wounds
(Radiant Aura)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Basilisk's Gaze
(Blind)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Thunderstrike
(Blind)
  • 2% (0.03 End/sec) Recovery
Coercive Persuasion
(Deceive)
  • 4% (0.07 End/sec) Recovery
  • 4% Enhancement(Confused)
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
  • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
Efficacy Adaptor
(Accelerate Metabolism)
  • 11.4 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
Dark Watcher's Despair
(Radiation Infection)
  • 15.3 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Hover)
  • 7.5% Enhancement(RechargeTime)
Expedient Reinforcement
(Phantom Army)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Soulbound Allegiance
(Phantom Army)
  • 16% (0.68 HP/sec) Regeneration
Tempered Readiness
(Lingering Radiation)
  • 1.5% (0.03 End/sec) Recovery
Glimpse of the Abyss
(Spectral Terror)
  • 2.75% Enhancement(Terrorized)
  • 19.1 HP (1.88%) HitPoints
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Superior Invisibility)
  • 7.5% Enhancement(RechargeTime)
Gift of the Ancients
(Superior Invisibility)
  • 2% (0.03 End/sec) Recovery
Expedient Reinforcement
(Phantasm)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Unbreakable Constraint
(Flash)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Basilisk's Gaze
(EM Pulse)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Decimation
(Fire Blast)
  • MezResist(Immobilize) 2.75%
  • 11.4 HP (1.13%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Positron's Blast
(Fire Ball)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Impervious Skin
(Fire Shield)
  • MezResist(Sleep) 2.2%
  • 15.3 HP (1.5%) HitPoints
  • 2% XPDebtProtection
  • 5% Enhancement(RechargeTime)
  • Status Resistance 7.5%
Efficacy Adaptor
(Consume)
  • 11.4 HP (1.13%) HitPoints


 

Posted

Quote:
Originally Posted by Local_Man View Post
Fullly agree! The perma-PA build is very expensive. 3 LotG Rechargs, 3 sets of Basilisk, 2 Decimation sets, 3 Enzymes, 1 set of the purple Confuse set and a few purples from the pet set. And it is not needed for a great character.

I kept my non-perma-PA build as it is a little more functional in some situations. Recall Friend lets me be the team spy. There are a lot of ways that an Ill/Rad can be great without Perma-PA. The Perma-PA build is mostly a gimmick that allows an Ill/Rad to solo AVs easier than any other controller and easier than almost any other build.
It may be expensive, but it's nice to have a goal to work towards. I'm not expecting to get there overnight. Here's the plan for aquiring sets:

1. Work AH for Decieve (Coercive Persuasion), Fire Shield (Impervious Skin) and Radiant Aura (Doctored Wounds). Completion nets 13.75% recharge.

2. Once I get Coercive Persuasion, I will put a Decimation in Fireblast. Nets 6.25% recharge.

3. Use merits to get Luck of the Gambler: recharge X2. nets 15% recharge.

4. For the most expensive phase I need the 2 Basilisk sets and the Unbreakable Restraint set. nets 25% recharge.

5. Non-recharge sets are needed in Spectral Wounds (6/6 Thunderstrike), Superior Invis (2/6 Gift of the Ancients), Lingering Radiation (2/6 Tempered Readiness), and Accelerate Metabolism.


 

Posted

Quote:
Originally Posted by Prime_Nighthawk View Post
I'm curious, has anyone played around with Glimps of the Abyss: chance for psionic damage enhancement? Seems like it might be kind of fun to add that.
When invention sets first came out I had it slotted in Spectral Terror. It was underwhelming at best. It has a chance to hit all enemies in the area when you cast ST and each time ST casts its single target power. I'm unsure if it checks the proc again for enemies in Spooky's aura, but I had never noticed it.

Other than for the fun factor of rp'ing it as psychological damage, there's not much reason to use it.


 

Posted

Baslisks isn't that bad. I can routinely get four of them for about 40 million total after buying the rares and crafting costs.

The purple set will set you back about 120mil or so for the confuse set.


 

Posted

Quote:
Originally Posted by Torrynt View Post
Baslisks isn't that bad. I can routinely get four of them for about 40 million total after buying the rares and crafting costs.

The purple set will set you back about 120mil or so for the confuse set.
Good to know. I may have to get them earlier then.


 

Posted

Quote:
Originally Posted by ketch View Post
When invention sets first came out I had it slotted in Spectral Terror. It was underwhelming at best. It has a chance to hit all enemies in the area when you cast ST and each time ST casts its single target power. I'm unsure if it checks the proc again for enemies in Spooky's aura, but I had never noticed it.

Other than for the fun factor of rp'ing it as psychological damage, there's not much reason to use it.
Quote:
Originally Posted by moifus1 View Post
The +psi proc is pretty cool because the AOE component has a 20% chance to hit each effected spawn once every 10 seconds, plus the individual fear attack has a 20% chance to hit.

It sounds pretty nice. I'm not expecting it to nuke groups like fireball, but it seems like a fun proc to add to a skill. And it's not like it's hard to fit in.


 

Posted

Quote:
Originally Posted by Prime_Nighthawk View Post
Quote:
Originally Posted by Torrynt View Post
Baslisks isn't that bad. I can routinely get four of them for about 40 million total after buying the rares and crafting costs.

The purple set will set you back about 120mil or so for the confuse set.
Good to know. I may have to get them earlier then.
Yep, that purple confuse set has skyrocketed in price... I bought the full set for my Mind/Kin 'troller back when purples first came out for a total price of 2 million for all 6 together... it just took leaving the bids up for a couple of weeks. That WAS several years ago though.

Naturally I did have to fork over more inf for the salvage though...

Come to think of it I paid about 6 million per IO about 6 months ago for my Ill/Rad. Dang the market's suffering from some nasty inflation.


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

 

Posted

Quote:
Originally Posted by Torrynt View Post
Baslisks isn't that bad. I can routinely get four of them for about 40 million total after buying the rares and crafting costs.

The purple set will set you back about 120mil or so for the confuse set.
If you avoid the Basilisk Quad, you can save a lot. The Acc/Hold, Acc/Rech, Rech/Hold and EndRdx/Rech/Hold will do the job if you have a some Global Accuracy or some accuracy in a 5th slot to make up for the little bit of Accuracy lost, and you will save a bunch.

On the Coersive Persuasion set, take some time to lay out bids for a while. The prices vary pretty widely. You only need 5 of them, and can skip either the Confuse/EndRdx or the Confuse.


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
If you avoid the Basilisk Quad, you can save a lot. The Acc/Hold, Acc/Rech, Rech/Hold and EndRdx/Rech/Hold will do the job if you have a some Global Accuracy or some accuracy in a 5th slot to make up for the little bit of Accuracy lost, and you will save a bunch.

On the Coersive Persuasion set, take some time to lay out bids for a while. The prices vary pretty widely. You only need 5 of them, and can skip either the Confuse/EndRdx or the Confuse.
Yea, but the full set bonus is nice. I'll at least hold a slot for it. Might keep an end reduction IO in there as a placeholder.