Ill/Rad help


Frosticus

 

Posted

So, a friend of mine recently got her Ill/Rad troller to 50 and wanted both a cheap build, and an expensive build. One to make and one to work towards. Anyways, after helping her a bit, I suggested she make her own build and post it on the forums to get other peoples opinions.

Long story short, she posted in the wrong section and in the wrong format.

Anyways, in that same thread it was mentioned that Perma-PA and softcapped defense was impossible. So, I made that my goal.

Anyways, alot of minor things havent been touched from what she gave me. Such as the generic IOs in a few spots. But, I figure its still a nice little build. (Also, this gives her a properthread to use in discussing it >>.>)

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Larillena Lake: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Blind -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(7), HO:Endo(7)
Level 1: Radiant Aura -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal(9), Dct'dW-Heal/EndRdx(9)
Level 2: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(11), CoPers-Conf/EndRdx(11), CoPers-Acc/Rchg(13), CoPers-Conf%(13), Acc-I(15)
Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(17), DarkWD-ToHitDeb/Rchg(17), DarkWD-ToHitdeb/Rchg/EndRdx(19), Achilles-ResDeb%(19)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(39)
Level 8: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(36)
Level 10: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(15), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(27)
Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(29)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
Level 16: Swift -- Run-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), RechRdx-I(21), ExRmnt-Acc/Dmg/Rchg(31), ExRmnt-EndRdx/Dmg/Rchg(31), ExRmnt-Dmg/EndRdx(31), RechRdx-I(33)
Level 20: Lingering Radiation -- ImpSwft-Acc/Slow(A), ImpSwft-Dam%(23), ImpSwft-Dmg/Slow(27), ImpSwft-Acc/EndRdx(33), ImpSwft-Rng/Slow(34), ImpSwft-EndRdx/Rchg/Slow(34)
Level 22: Enervating Field -- EndRdx-I(A)
Level 24: Health -- Numna-Regen/Rcvry+(A)
Level 26: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(36)
Level 28: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(37), Abys-Acc/EndRdx(37), Abys-Fear/Rng(37), Abys-Acc/Fear/Rchg(39)
Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(36), RedFtn-Def(40), RedFtn-EndRdx(46), RedFtn-Def/Rchg(50), RedFtn-Def/EndRdx/Rchg(50)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Rchg(34), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 35: Superior Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), HO:Endo(43)
Level 41: Fissure -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(43), Ragnrk-Dmg(45), Ragnrk-Dmg/EndRdx(45)
Level 44: Rock Armor -- DefBuff-I(A), DefBuff-I(45), DefBuff-I(46), LkGmblr-Rchg+(50)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 49: Earth's Embrace -- Heal-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run


 

Posted

I looked it over quickly -- you are going to have severe Endurance problems with that build, and it lacks a few key enhancements.

So, I moved a few slots around to decrease the Endurance use and increase the Recovery. Lost a small amount of Smash/Lethal Defense, but it only went from 48% to 47% -- still past the softcap on Smash Lethal. I got more damage into Phantom Army. This keeps everything, but is better with endurance. It will still be hard to run Tough -- you may want to leave it off.

This is an interesting build -- I hadn't really tried to make a build with BOTH softcaped S/L and Perma-PA. It gives up a few powers I would prefer to have, but it seems to work on "paper" (well, actually Mids). I may look at this and add it to my Illusion/Radiation Guide.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!
Larillena Lake: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Blind -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(7), HO:Endo(7)
Level 1: Radiant Aura -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal(9), Dct'dW-Heal/EndRdx(9)
Level 2: Deceive -- CoPers-Acc/Conf/Rchg(A), CoPers-Conf/Rchg(11), CoPers-Conf/EndRdx(11), CoPers-Acc/Rchg(13), CoPers-Conf%(13)
Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(17), DarkWD-ToHitDeb/Rchg(17), DarkWD-ToHitdeb/Rchg/EndRdx(19), Achilles-ResDeb%(19)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 8: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(21)
Level 10: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(15), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(27)
Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(29)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
Level 16: Swift -- Run-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), S'bndAl-Dmg/Rchg(21), RechRdx-I(23), ExRmnt-Acc/Dmg/Rchg(31), ExRmnt-EndRdx/Dmg/Rchg(31), ExRmnt-Acc/Dmg(31)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(36)
Level 24: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
Level 26: Stamina -- P'Shift-EndMod(A), P'Shift-End%(27), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(36)
Level 28: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(33), Abys-Acc/EndRdx(34), Abys-Acc/Fear/Rchg(34), Abys-Dam%(37)
Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(36), RedFtn-Def(40), RedFtn-EndRdx(46), RedFtn-Def/Rchg(50), RedFtn-Def/EndRdx/Rchg(50)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Rchg(34), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 35: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx/Rchg(37), RedFtn-EndRdx/Rchg(37), RedFtn-Def(39), RedFtn-EndRdx(39), RedFtn-Def/EndRdx(46)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), HO:Endo(43)
Level 41: Fissure -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(43), Ragnrk-Dmg(45), Ragnrk-Dmg/EndRdx(45)
Level 44: Rock Armor -- DefBuff-I(A), DefBuff-I(45), DefBuff-I(46), LkGmblr-Rchg+(50)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 49: Earth's Embrace -- Heal-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run





EDIT: Looking back on the other posts after mine, I saw the endurance problem in the original build but probably underestimated how bad it is. While the changes I made will reduce the use of endurance, especially in Superior Invis, it probably doesn't go nearly far enough.


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

Not sure why someone would have said it is impossible, just generally unwarranted.

I think both builds posted are going to tank their endurance if you even try to use seismic smash. Now it may be there mostly as a mule, but resisting the urge to pull the trigger on that attack is a challenge ime.

Now building for perma PA with softcap s/l on an ill/cold given that arc fog currently isn't granted any typed def is a build challenge. I've contemplated specc'ing my ill/cold into something like this for the purposes of taking out more than 3 AV's at a time and for the solo run of the ITF I'm slowly planning out. But...it's not really needed for anything else.

Not relevant to the OP at all, but just thought I'd share.

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Posted

Thanks for taking a look at it. I needed a nap, but when I woke up I took a bit more of a serious look at it. Refined a few things and swapped some slots around. I hadn't thought of the end issues honestly so, good catch. In the end I came up with something like this.

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Larillena Lake: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Blind -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(7), HO:Endo(7)
Level 1: Radiant Aura -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal(9), Dct'dW-Heal/EndRdx(9)
Level 2: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(11), CoPers-Conf/EndRdx(11), CoPers-Acc/Rchg(13), CoPers-Conf%(13)
Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(17), DarkWD-ToHitDeb/Rchg(17), DarkWD-ToHitdeb/Rchg/EndRdx(19), Achilles-ResDeb%(19)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(39)
Level 8: Accelerate Metabolism -- RechRdx-I(A), EndMod-I(15), RechRdx-I(36)
Level 10: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(15), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(27)
Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(29)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(27)
Level 16: Swift -- Run-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(21), ExRmnt-Acc/Dmg/Rchg(31), ExRmnt-EndRdx/Dmg/Rchg(31), ExRmnt-Dmg/EndRdx(31), RechRdx-I(33)
Level 20: Lingering Radiation -- RechRdx-I(A), Acc-I(23)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(33)
Level 24: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 26: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(33), P'Shift-End%(34), P'Shift-EndMod/Acc(36)
Level 28: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(37), Abys-Acc/EndRdx(37), Abys-Fear/Rng(37), Abys-Acc/Fear/Rchg(39)
Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def/EndRdx(36), RedFtn-Def(40), RedFtn-EndRdx(46), RedFtn-Def/Rchg(50)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Rchg(34), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 35: Superior Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), HO:Endo(43)
Level 41: Fissure -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(43), Ragnrk-Dmg(45), Ragnrk-Dmg/EndRdx(45)
Level 44: Rock Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(50)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 49: Earth's Embrace -- Dct'dW-Heal/Rchg(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run




Squeezed in some extra End Reduction where it matters, stuck an end mod into AM, and grabbed the miracle proc. Also, yeah in this build Tough is totally there as an IO mule. I honestly doubt a build with perma PA and that kind of defense will be helped much by a bit of resistance.


 

Posted

Here's what I noted about your new build
-you only need 2 slots in hasten for it to be perma. It doesn't stack, so having it pop up well before it expires just incurs more hasten crashes over time and more attack interruptions.
-moved that slot to AM and changed the slotting to 4 pieces of perf shifter (all with recharge), which bumped recovery up to 4.25 eps (was at 3.97) and gave a bit of hp.
-switch out call to arms acc/dam/rech with soulbound acc/dam/rech. Better numbers.
-5th slot in Phantasm is better as an acc/dam HO, or explosive dam proc ime.

It's worth noting you don't actually have softcapped s/l def. Sup Invis suppresses to half value if you are attacked. I imagine you are building for defense because you expect to be attacked. So your build is actually at 43.1% s/l def.

The next suggestion I'll make may seem counter-illusionist, but why not drop Sup Invis for Group Invis?
If you are playing an aggressive illusionist and taking heat there is little difference between the two from an invisibility viewpoint and they both lower your threat modifier.
What this will do is reduce your end consumption from 1.47 eps down to 0.45 eps.
With the above changes you'll be netting ~4 eps w/ perf proc figured in. Which is a heck of a lot more than 2.7 eps your build has now.
GI works out to be 0.09 eps vs 1.04 eps for SI
Suppressed def value of Sup Invis is 2.25% vs 1.88% for GI. So would put your build at 42.5% s/l def


 

Posted

Hmm, didnt realize Sup Invis supressed as Ive never played Illusion. I figured it was like Energy Cloak and didnt supress at all. I'll have to give this another go over then and see what I can come up with.


 

Posted

Quote:
Originally Posted by Frosticus View Post

The next suggestion I'll make may seem counter-illusionist, but why not drop Sup Invis for Group Invis?
If you are playing an aggressive illusionist and taking heat there is little difference between the two from an invisibility viewpoint and they both lower your threat modifier.
Any interesting thing I noticed after Tal_N alerted us to some weird AI with Group Invisibility: the reduced threat level never suppresses. Superior Invisibility's threat reduction does suppress when attacked. It's documented but no one really takes notice of it.

I really shouldn't post when half awake.


 

Posted

Quote:
Originally Posted by ketch View Post
Any interesting thing I noticed after Tal_N altered us to some weird AI with Group Invisibility: the reduced threat level never suppresses. Superior Invisibility's threat reduction does suppress when attacked. It's documented by no one really takes notice of it.
All the more reason to take GI then. It's cheaper for endurance by a factor of 12x, benefits the whole team and with the kind of recharge being discussed is easily perma.


 

Posted

Quote:
Originally Posted by Frosticus View Post
All the more reason to take GI then. It's cheaper for endurance by a factor of 12x, benefits the whole team and with the kind of recharge being discussed is easily perma.
Perma, yes, but is there any window where you are not invis while casting? Not sure if this GI suppresses while you re-apply it? E.g. you are stealthing a mission when you have to stop in the middle of a mob to reapply, are they going to see you? (aside from the usual Rikti drones, and others with +perception)

-MT


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."

 

Posted

It has been a while since I had GI on one of my Illusionists. I had it leveling up a couple of them, but changed to SI when they started spending more time solo. If I recall correctly, there was a brief flash during casting GI where some foes can see you, especially if you are right in their face. However, there have been a lot of changes to the game since the last time I had GI (pre-inventions). SI is so much more convenient, and I usually turn it off during big fights (since it supresses anyway) to save endurance.


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
It has been a while since I had GI on one of my Illusionists. I had it leveling up a couple of them, but changed to SI when they started spending more time solo. If I recall correctly, there was a brief flash during casting GI where some foes can see you, especially if you are right in their face. However, there have been a lot of changes to the game since the last time I had GI (pre-inventions). SI is so much more convenient, and I usually turn it off during big fights (since it supresses anyway) to save endurance.
Does anyone have Perma GI that can test the results of GI "reapplication" in a mob? I would do it myself but I don't have the IOs yet.

-MT


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."

 

Posted

Quote:
Originally Posted by Master_Templar View Post
Does anyone have Perma GI that can test the results of GI "reapplication" in a mob? I would do it myself but I don't have the IOs yet.

-MT
Yes the stealth drops for about ~1sec (as it applies during the animation rather than at the end).

If you are standing around mobs doing nothing that could be an issue. If you are using it to stealth places there are plenty of gaps to reapply it risk free.
For something that costs about as much end as combat jump vs SI which costs as much as enervating field, which is to say a lot, I think the choice is pretty clear.

Quote:
Originally Posted by Local_Man View Post
It has been a while since I had GI on one of my Illusionists. I had it leveling up a couple of them, but changed to SI when they started spending more time solo. If I recall correctly, there was a brief flash during casting GI where some foes can see you, especially if you are right in their face. However, there have been a lot of changes to the game since the last time I had GI (pre-inventions). SI is so much more convenient, and I usually turn it off during big fights (since it supresses anyway) to save endurance.
I understand shutting SI off during combat, which to me just makes GI an even better choice as you then have the benefit of the extra defense, the stealth, and the reduced threat modifier.

What specifically is suppressing about SI in combat? (I don't have it as I'm ill/cold so took arc fog and GI for the team invis on TFs instead).

Doesn't it work the same way as GI where the invis level stealth is up regardless of being attacked or attacking? I know with GI you can drag a mob you are fighting into a new one and the new group won't attack you. Can't you do that with SI too?


 

Posted

Quote:
Originally Posted by Frosticus View Post
What specifically is suppressing about SI in combat? (I don't have it as I'm ill/cold so took arc fog and GI for the team invis on TFs instead).

Doesn't it work the same way as GI where the invis level stealth is up regardless of being attacked or attacking? I know with GI you can drag a mob you are fighting into a new one and the new group won't attack you. Can't you do that with SI too?
SI works just as you described GI to work Frosticus. The only thing that suppresses is the +def bonus as far as I know.


 

Posted

Quote:
Originally Posted by saltyhero13 View Post
SI works just as you described GI to work Frosticus. The only thing that suppresses is the +def bonus as far as I know.
No, the stealth in SI supresses when you attack a foe or object, or you click on a glowie. That's why you can't stealth a mission and click on a glowie surrounded by foes -- you have to use something to distract them. Phantom Army and Deceive and Spectral Terror can often do the job -- Deceive a few near the glowie, throw out PA and then Spooky, and you can usually hit the glowie with no interruption.

Or you could use your avatar to distract them . . .


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

 

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Originally Posted by Local_Man View Post
No, the stealth in SI supresses when you attack a foe or object, or you click on a glowie. That's why you can't stealth a mission and click on a glowie surrounded by foes -- you have to use something to distract them. Phantom Army and Deceive and Spectral Terror can often do the job -- Deceive a few near the glowie, throw out PA and then Spooky, and you can usually hit the glowie with no interruption.

Or you could use your avatar to distract them . . .
In the case of glowies and escorts I believe all stealth suppresses (I am not 100% sure with regards to stalkers). In your original comment about suppression you didn't talk about clicking glowies you specifically mentioned shutting SI off in combat because of suppression (I assume you meant defense).

What Frosticus was referring to was the fact that you can attack one mob and stand in a second mob while fighting the first; with SI on you will not draw additional aggro from the second group unless you attack them.

So yes Frosticus's comment about SI stealth not suppressing in combat holds true.

(Note: I just tested on live. I'll see if I can link SFX's YouTube videos showing some examples)


 

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Originally Posted by Local_Man View Post
Or you could use your avatar to distract them . . .

Stare into my eyes....you are getting sleepy.....hey buddy they're up here!


 

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Pet peeve: When you say soft-capped. You should really specify what you want. I hear many times "I can soft-capped my elec scrapper" "I soft capped my dark armor tank". Both of these events have happened to me, and when I probed more they only mean to soft cap S/L.

Soft Capped = 45% or greater of either typed or location defense.

So, when you ask if some one can Soft Cap and have perma PA. Then I must assume you want to have soft capped defense to typed or location defense and perma PA.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

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I think it is pretty obvious when people talk about trollers (blasters and corrs too for the most part) that they mean either s/l and/or ranged. Given the recharge requirements necessary for perma PA it pretty much precludes that ranged is not happening outside of maybe an ill/kin. But is still doubtful.

Your definition of softcapping is just as arbitrary as any I've seen. Actual softcapped defenses would be to all types and all positions like my traps/sonic. But that is a nit probably not worth picking because the statements are always contextual and should be taken in stride rather than in the literal sense unless you run around pointing out that none of the sr/shield builds posted have plugged their hole to psi.


 

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Originally Posted by Frosticus View Post
Doesn't it work the same way as GI where the invis level stealth is up regardless of being attacked or attacking? I know with GI you can drag a mob you are fighting into a new one and the new group won't attack you. Can't you do that with SI too?
According to City of Data there are two layers of stealth in Superior Invisibility, of which only one suppresses when attacked. Both layers will suppress when a glowie is clicked. So essentially it works the same as GI in terms of stealth. You can engage without losing stealth and fight well within view of another mob without aggro'ing them.

There is one subtle difference however. The reduced threat level of SI suppresses when attacked. GI's reduced threat level does not. With GI's reduced threat level, you are able to pull apart mobs more easily without aggro'ing the entire group. Using SI and GI together you are able to attack a single enemy without alerting the mob that it is part of (until is is defeated then the entire mob is alerted to your presence).