Illusion/Rad Build help
Check out Local_man's ill/rad guide in the controllers FAQ section, if you are just running task forces there is an absolutely awesome IO build that is very reasonable cost wise and very potent (not the perma PA one haha) and has some amazing advice. I definitely recommend checking it out.
Yes, I have been reading though that Guide as well, very long and informative, I did not have plans to go to Sets until i was closer to 50, and do not really have the influance, or patience to Build it, so I was more looking at a Critique on the SO build i came up with.
The IO's I do have are from merits or just very cheep to buy off Wentsworth
Thanks for responding though Local_Mans guide has been helpful for me, and I appriciate you bringing it up!
Thanks for the kind words on the guide. I mostly put together a lot of great stuff from the other good people on these boards.
Here's my take on your build:
First, you have a few IOs sprinkled here and there, but you could improve things a lot with some IO slotting . . . and many of those IOs will result in being cheaper than SOs since you don't have to replace them every 5 levels. A lot of powers can be improved a lot with "frankenslotting."
In general, I buy SOs for level 25, then I slot whatever level 30 IOs I can, filling in with SOs. By level 35, I usually have all or almost all IOs -- mostly common, but some mixed sets if they are not too expensive. Remember that Acc/Dam from two sets provides more enhancement than a common Acc and a common Dam, so Frankenslotting privides a very good benefit.
Blind: I'm not sure that proc is well placed in Blind. It gives a 10% chance for a 5% heal . . . and you already have a self-heal. That third recharge is only shortening the recharge by about .7 seconds. Blind has several options on how to slot it . . . Hold, Damage or both. I prefer 2 Acc, 2 Rech and 2 Hold or Damage or one of each. If you are willing to look at IOs, look at getting a mix of Acc/Hold/Rech from several sets, and maybe mix in some variations on Damage . . . If you want to go cheap, you can just put in cheap bids on a variety of IOs and fill in whatever is missing with SOs.
Radiant Aura: I like a Recharge in there, but what you have is OK
Radiation Infection: I prefer ToHit Debuff over Defense Debuff. I would rather not get hit over being able to hit more. Besides, most people have enough accuracy slotted that the defense Debuff is limited by the 95% accuracy cap. (If you are really short on Influence, that Achilles Heal would sell for a lot. But it is a nice proc in RI.)
Spectral Wounds: My preferred slotting for SW is 1 Acc, 3 Dam, 2 Rech. The goal is to defeat stuff as fast as possible to take advantage of the Spectral Damage. Since SW has a 10% accuracy buff and you will sometimes have RI running, I felt that the second Recharge was more important than a second Accuracy.
Combat Jumping uses almost no endurance. That EndRdx slot is only saving .02 End/Sec, and can probably be better used somewhere else. (For example, moving it to Superior Invis would save .09, and that's far from the best use of the slot.)
Health is a bit overslotted since you have a heal. Eventually, you would get more Regeneration by taking two of those slots for a Numina's Heal and a Miracle Heal, freeing up a slot to put somewhere else.
Phantom Army: Not slotting for Damage is a waste in my opinion. One accuracy is enough. This is the most important power in the set and it needs 6 slots. For SOs, I suggest 3 Rech, 1 Acc, 2 Dam. But several of the pet sets are cheap, and you could easily replace the Acc, 2 Dam with Acc/Dam from two sets and Damage from one of those two sets. Blood Mandate gives a Recovery bonus, and Brilliant Leadership gives a Regen bonus. The Recharge Intensive Pet sets were MADE for Phantom Army, and 4 of the Expediant Reinforcement give the all important Recharge bonus.
Phantasm: You can easily slot this in 4 slots -- Blood Mandate Acc/Dam and Damage, Brilliant Leadership Acc/Dam and Acc/Dam/End. The Pet resistance proc is not that useful in Phantasm because he mostly stays out of melee. He sends his Decoy and floats behind you. That slot can get more benefit somewhere else.
Deceive: I explained in the guide that I'm pretty fond of this power and think it should be taken early and slotted up some. It really needs 1 Acc, 1 Rech, 1 Conf to start, and then one more of each of you have room. Even on TFs and on big teams, you can use Deceive to take problem foes out of the fight from the start. For example, on the Positron TF, it is great for taking out Spectral Demon Lords with their -ToHitDebuff. Stack it to take out the Ruin and Madness Mages. (Those mages kill more folks than anything else - I just ran a Posi on a lower level character today.)
Pool powers: You have the 3 Fitness powers, Combat Jumping, Recall Friend and Hasten/Superspeed. That seems to be a waste to me. I suggest you drop CJ, and move those Karma Knockback and LotG Recharge IOs into Superior Invis. Recall Friend is a nice luxury, and I can understand why you want it for TFs. That would free up a power choice for Flash, which you can take later in the build, like level 35. That way you can move Deceive up pretty early. If you have Ninja Run, you could even consider using Teleport for travel . . . it has some nice advantages once you get used to it . . . but most folks don't like it.
Mutation over EM Pulse? I would rather have the hugely powerful AoE Hold of EM Pulse. 4 slots are enough for it. It is another good place for a Basilisk Gaze set, but if you don't want that, aim for a mix of Acc/Hold/Rech. Same with Flash.
APP: I like the Fire set, but you missed the most important power -- Fire Blast. It gives you the great attack chain of Blind-SW-Fire Blast-SW. Fire Blast is much more important than Fireball, and far, far more important than Rise of the Phoenix.
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
Wow, thank you for the break down, allot to concider there, I was on the fence about EM pulse &fallout, did not want fallout without Mutation, I would feel like I was being ... inconciderate.
The reason i did not go with teleport was because of Lag issues I usually "load" behind the Teleport and am face down in a mob of some sort. The reason i took Combat jumping is because I like the way it works with Superspeed but you are right and I will cut it out and move Decieve back up to where it was before.
I will add in fire blast and replace Mutation with EM pulse and see where that takes me.
As far as IO's i planned to start normal IO's around now slotting for 40, and Sets later, but looking at your post, I think i will have a look at some of those sets before i go crazy with slotting, and see what I can come up with.
Thank you for posting!
I'm starting to think fireball is just as important as fireblast. I'm around 70% recharge from IO sets, and spectral wounds recharge is very fast. With containment and enervating field, fireball allows you to take out a large group of minions fast, which lets your PA concentrate fire on the higher hp targets more quickly. I'd say it's a toss up between the two. Fireblast is better for killing an AV of course.
Of course that's for a solo build.
I'm starting to work on my group focused build, and I'm considering taking hasten/SS/TP friend/TP instead of my normal hover/fly/hasten combo. It's an extra slot, but it lets me assemble a team after stealthing by enemies. I'll be able to get around super quick with SS, and teleporting over obstacles. Not sure if I want to go with group invis or superior.
In a group build, I wouldn't worry about taking a second attack. Consider taking an epic power pool like ice (hibernate and the shield).
I'm starting to think fireball is just as important as fireblast. I'm around 70% recharge from IO sets, and spectral wounds recharge is very fast. With containment and enervating field, fireball allows you to take out a large group of minions fast, which lets your PA concentrate fire on the higher hp targets more quickly. I'd say it's a toss up between the two. Fireblast is better for killing an AV of course.
Of course that's for a solo build. I'm starting to work on my group focused build, and I'm considering taking hasten/SS/TP friend/TP instead of my normal hover/fly/hasten combo. It's an extra slot, but it lets me assemble a team after stealthing by enemies. I'll be able to get around super quick with SS, and teleporting over obstacles. Not sure if I want to go with group invis or superior. In a group build, I wouldn't worry about taking a second attack. Consider taking an epic power pool like ice (hibernate and the shield). |
I leveled up with Group Invis, and decided to go with SI for my level 50 builds. I just found it hard to have to re-cast constantly. Of course, that was before the blinky icons, but I wish there was a sound warning option, too.
I like Fireball, but doubt that it can take the place or priority of Fire Blast. Illusion just does not have enough AoE control that sets up Containment. And Blast does more damage to a single target than Fireball.
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
My non-perma-PA build on Area Man has Recall Friend/Teleport/Hover/Hasten. Hover (3 slotted for Flight Speed) makes Teleport much, much better. Now that Ninja Run is available, I think there is less of a reason to take Super Speed on an Illusion character. NR gets you around pretty fast.
I leveled up with Group Invis, and decided to go with SI for my level 50 builds. I just found it hard to have to re-cast constantly. Of course, that was before the blinky icons, but I wish there was a sound warning option, too. I like Fireball, but doubt that it can take the place or priority of Fire Blast. Illusion just does not have enough AoE control that sets up Containment. And Blast does more damage to a single target than Fireball. |
Limited AOE containment is frustrating, but it's not the end of the world. If you're near perma-PA, flash is coming up pretty fast too. Still in most cases there are enough mobs that fireball is better even without containment. When you have a crapload of recharge, Blind-SW is a competent ST combo. And fireball is nice when you have other responsibilities. You can toss in a fireball when the cooldown is up, and then work on controller stuff (confuse, laying down debuffs, etc). Maybe you pick out a weakened mob and finish him off with a Blind/SW. Then toss out another fireball. Reapply debuffs. Manage your buffs. Point is, the best way to play isn't always chain pew-pewing.
Of course, then you have the times when you're in a group with another controller that will perpetually lay down containment for you. Then fireball becomes REALLY fun. So I don't think you can say one is de-facto more important. It comes down to whether you want to burn through average groups faster or be better able to take out an AV.
I have been over this build, trying to put it together a few times now, I think this is the best one i have come up with.
The toon has been mostly used for running Task forces and currently is level 37, any insight would be Greatly appriciated, or if you see anything I've overlooked, please let me know! thanks all in advance!
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Blind Desire: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Fire Mastery
Hero Profile:
------------
Level 1: Blind
(A) Call of the Sandman - Chance of Heal Self
(3) Accuracy
(3) Accuracy
(9) Recharge Reduction
(11) Recharge Reduction
(13) Recharge Reduction
Level 1: Radiant Aura
(A) Healing
(17) Healing
(17) Healing
(27) Endurance Reduction
Level 2: Radiation Infection
(A) Achilles' Heel - Chance for Res Debuff
(13) Defense Debuff
(15) Endurance Reduction
(15) Endurance Reduction
Level 4: Accelerate Metabolism
(A) Recharge Reduction
(5) Recharge Reduction
(5) Recharge Reduction
(40) Endurance Modification
(40) Endurance Modification
(43) Endurance Modification
Level 6: Spectral Wounds
(A) Accuracy
(7) Accuracy
(7) Damage Increase
(27) Damage Increase
(29) Damage Increase
Level 8: Superior Invisibility
(A) Endurance Reduction
(9) Endurance Reduction
Level 10: Combat Jumping
(A) Karma - Knockback Protection
(11) Luck of the Gambler - Recharge Speed
(39) Endurance Reduction
Level 12: Hurdle
(A) Jumping
Level 14: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(34) Miracle - +Recovery
(36) Healing
(36) Healing
(36) Healing
Level 16: Recall Friend
(A) Recharge Reduction
Level 18: Phantom Army
(A) Accuracy
(19) Accuracy
(19) Recharge Reduction
(25) Recharge Reduction
(37) Recharge Reduction
Level 20: Stamina
(A) Performance Shifter - Chance for +End
(21) Endurance Modification
(21) Endurance Modification
(37) Endurance Modification
Level 22: Hasten
(A) Recharge Reduction
(23) Recharge Reduction
(23) Recharge Reduction
Level 24: Super Speed
(A) Endurance Reduction
(25) Endurance Reduction
Level 26: Spectral Terror
(A) Accuracy
Level 28: Enervating Field
(A) Endurance Reduction
(29) Endurance Reduction
Level 30: Lingering Radiation
(A) Accuracy
(31) Accuracy
(31) Recharge Reduction
(31) Recharge Reduction
(39) Recharge Reduction
Level 32: Phantasm
(A) Expedient Reinforcement - Resist Bonus Aura for Pets
(33) Accuracy
(33) Accuracy
(33) Damage Increase
(34) Damage Increase
(34) Damage Increase
Level 35: Deceive
(A) Accuracy
(37) Accuracy
Level 38: Mutation
(A) Recharge Reduction
(39) Recharge Reduction
(40) Recharge Reduction
Level 41: Fire Ball
(A) Accuracy
(42) Accuracy
(42) Damage Increase
(42) Damage Increase
(43) Damage Increase
Level 44: Rise of the Phoenix
(A) Recharge Reduction
(45) Recharge Reduction
(45) Recharge Reduction
(45) Healing
(46) Healing
(46) Healing
Level 47: Consume
(A) Accuracy
(48) Accuracy
(48) Recharge Reduction
(48) Recharge Reduction
(50) Endurance Modification
(50) Endurance Modification
Level 49: [Empty]
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Containment
Level 4: Ninja Run
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