Master of - A hero's hero


Angelwing

 

Posted

Decided to give my troller a bit of a workout, so did Maria Jenkins arc set to:
+0/x8 bosses on, with AV's.
To make it more challenging I selected:
Zero deaths, no temporary powers, no inspirations.
The only click accolade I have is geas, but I already have Perma PA, so no need to use it at any point.

The arc consists of 13 AV's (that you have to kill), and 4 defeat alls. So set to x8 it makes it important to not just be a specialist at the expense of other strengths.

I got a whack of screens from it, but I'll just post a couple highlights.

quite a mess she left behind

Pretty typical for this toon to pull well over agro cap as each pet can have 16 and so can I.

the hunter becomes the hunted

psst. behind you.

setting it up


 

Posted

Nice job!

I'd roll an illu/cold if I already hadn't played both sets to 50! This thread only confirms my hypothesis of it being a very powerful combination.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Now that's impressive. Congrats.

I had given thought to making an ill/cold myself, just to set apart from the norm, but I didn't think Perma PA would be possible. Now I have something to strive for.
Why not? Cold has a lot of powers that accept sets with various +Rech bonuses.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

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Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Quote:
Originally Posted by DSorrow View Post
Why not? Cold has a lot of powers that accept sets with various +Rech bonuses.
It was simply ignorance. I was assuming the popularity of ill/rads was largely due to the accelerate metabolism's recharge boost allowing perma-PA.

I just wasn't thinking about how minor the recharge boost really is. It only takes a few set bonuses to compensate after that.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
It was simply ignorance. I was assuming the popularity of ill/rads was largely due to the accelerate metabolism's recharge boost allowing perma-PA.

I just wasn't thinking about how minor the recharge boost really is. It only takes a few set bonuses to compensate after that.
Rad has legacy going for it whereas Cold is pretty much brand new to trollers. I was pretty surprised when I started researching this toon that no one else seemed to be using it. I've seen only one other lvl 50 (freedom) and it was a pvp spec. Surprising considering it has some of the highest synergy to be found in the game. Does extremely high damage by any AT's standards and can pretty well take on any content and emerge victorious.

It does mature fairly slow and take a truck load of cash though.

I don't want to take anything away from ill/rad as it is an extremely powerful combination and very user friendly, but I haven't found many situations where ill/cold won't do the same job, but nearly twice as fast.


 

Posted

Getting ill/cold to perma pa is basically just a matter of slapping lotgs everywhere you can. Cold doesn't give you much in the way of opportunities for set bonuses.

I have an ill/cold who's stuck for the moment at level 35. One of these days I'll get around to taking him to 50, and then think about spending however much money it takes.

I think the reason cold isn't more popular has a lot to do with how the set is structured. Until you get to the late 20s there isn't much at all to get excited about; stark contrast to rad, which gets it's strongest buffs much earlier. That and the fact that /cold is relatively new.


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Posted

Quote:
Originally Posted by Silencer7 View Post
Getting ill/cold to perma pa is basically just a matter of slapping lotgs everywhere you can. Cold doesn't give you much in the way of opportunities for set bonuses.

I have an ill/cold who's stuck for the moment at level 35. One of these days I'll get around to taking him to 50, and then think about spending however much money it takes.

I think the reason cold isn't more popular has a lot to do with how the set is structured. Until you get to the late 20s there isn't much at all to get excited about; stark contrast to rad, which gets it's strongest buffs much earlier. That and the fact that /cold is relatively new.
It's actually a bit trickier than just slotting LotGs. Takes a lot of effort really. Although again the fate of such a character depends in very large part on the intelligence of AVs. The ability of Illusion to solo AVs appears to be more accidental than intentional. Given recent trends (Psychic Shockwave, Shield Charge, Blessing of the Zephyr) it wouldn't be totally shocking if this gambit is closed. Which is not to take away from anyone who actually manages to do it, since it's not easy. It's just that if AV intelligence ever gets looked at this is surely one of the first holes that will be patched.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
It's actually a bit trickier than just slotting LotGs. Takes a lot of effort really. Although again the fate of such a character depends in very large part on the intelligence of AVs. The ability of Illusion to solo AVs appears to be more accidental than intentional. Given recent trends (Psychic Shockwave, Shield Charge, Blessing of the Zephyr) it wouldn't be totally shocking if this gambit is closed. Which is not to take away from anyone who actually manages to do it, since it's not easy. It's just that if AV intelligence ever gets looked at this is surely one of the first holes that will be patched.
I'm not sure why you are stuck in this mind set, but I already dispelled this belief in a previous thread. The "fate" as you call it depends on the "taunt" mechanic. That "fate" is shared by almost everyone during higher level content that relies on tanks/brutes keeping the big baddies off of their squishy selves.

I don't see Castle nerfing taunt do you? Or are you suggesting that PA specifically should be nerfed? That's fine if you believe that, but just say it. Keep in mind that they already went and set it so that the pets are vulnerable in situations where invincible taunting pets might pose a problem from a game balance perspective.

edit: that isn't to say I'm opposed to them making mobs more intelligent, but for them to counter taunt they would need to add things like healer agro that can be found in other games. I just don't see that happening in this game.

Quote:
Originally Posted by Frosticus View Post
The only way this will ever become an issue is if it becomes an issue for tanks as well, or Castle decides to specifically nerf PA and the decoy. They attack PA and continue to attack PA despite you doing a lot more individual damage than each one because each of their attacks has this:
+27s Taunt (mag 4)
Additionally the decoy that Phantasm spawns attacks also do:
+13.5s Taunt (mag 4)

You won't strip agro off of them. You can and will pull agro on excess mobs though as they aren't particularly good at keeping the attention of more than a few.

As a comparison point tanker attacks do:
+13.5s Taunt (mag 4)
Tanker agro aura:
+13.5s to +16.875s Taunt (mag 4) *willpower aura is the exception at 1.25s.
And tanker taunt does:
41s Taunt (mag 4)

I don't know much about taunt mechanics, but I have a sneaking suspicion that PA can out taunt (as in pull agro off of the tanker or make it so the tank can't pull the agro off of PA) everything but actual taunt. Like I said though, I'm not sure on that front and haven't tested it.

Further to that Illusion provides a couple ways to lower your personal threat modifier, which decreases the chances of mobs taking a liking to the idea of you being a corpse.


 

Posted

Quote:
Originally Posted by Silencer7 View Post
Getting ill/cold to perma pa is basically just a matter of slapping lotgs everywhere you can. Cold doesn't give you much in the way of opportunities for set bonuses.
It's not quite that simple. The highest recharge I could squeeze out of this toon was 155% (before slotting and hasten) using pvp IO's. You need 135% global for perma PA in addition to 95% slotting and hasten. Which means it is pretty clear you need to focus heavily on recharge.

You'll find it difficult to achieve without 5 sets of purples, and 5 lotg as a starting base.

Cold gives you decent opportunity for recharge sets. If you had the slots to dedicate it could generate (I'm not counting slow sets as they suck).
each shield 12.5%, FW 5-7.5%, Arc Fog 12.5%, Sleet 6.25-10%, HL 5%
= 53.75 to 60%
That's not a bad return for 6 powers, nor is it a bad return per slot used (though you can push it higher with non-cold powers)

Quote:
I think the reason cold isn't more popular has a lot to do with how the set is structured. Until you get to the late 20s there isn't much at all to get excited about; stark contrast to rad, which gets it's strongest buffs much earlier. That and the fact that /cold is relatively new.
Definitely agree. Waiting until lvl 35 to move out of the role of "buffbot" is a long and not particularly exciting road. The payoff is worth it as cold is a fantastic set for every AT that has it, but it is a long road.


 

Posted

I want Cold for MMs so bad. Can we say "easy-mode"?


 

Posted

Quote:
Originally Posted by Weatherby Goode View Post
I want Cold for MMs so bad. Can we say "easy-mode"?
I'd like a cold MM for sure, but MM's already have traps. Traps is way more of an easy-mode than cold.

If trollers ever get traps then ill/traps (with similar investment to the toon posted here) will do everything this toon does to single targets faster and easier. And it will go through entire spawns much faster and easier (hello waltzing in and toebombing with 100% ease as it doesn't drop your invis and you have taunting pets keeping their attention).

Just being able to immob AV's all the time will drastically increase the damage of illusion and greatly reduce your risk during the time that PA loses agro during resummoning.

Not to mention while leveling up having access to both of the ultimate alpha absorbers (PA and seekers).

I place ill/cold among the top toons in the game when you factor in damage, survivability, and ability to tackle content. Ill/traps would exceed it in almost every way. I ported traps to trollers in my Mids. It is crazy.

Hopefully MM's do get cold, but I'm more excited about trollers getting traps.


 

Posted

Traps and dark miasma still needed to be ported to trollers both would work wonders with illusion. Congratulations Frost it gives me even more to forward to on my lvl 42 ill/cold and news that you'll be able to spend inf/IOs from one side to another means i can have a good chance of kitting him out too.


 

Posted

This is hilarious. I've recently begun working on an Illusion/Cold toon with this particular intent for her (Soloing the crap outta stuff). Cold is my favorite support set and like Frosti said it synergies really well with Illusion. But my only problem with that toon so far is that the build I have planned so far has 2 powers just as purple set mules, and I'm not really a big fan of that. I need to see if I can get a better mileage out of my toon.

That said, great job there Frosti.


@Sparky Jenkins || Freedom Server | Union Server
Main Hero: Inferno Sparky - Fire/Fire Blaster
Main Villain: Kerry Astrid - Fire/Cold Corruptor

 

Posted

Just tweaked my Ill Rad build and, sure enough, it's possible to have perma hasten, PA, Benumb, sleet and near perma Heat Loss (95.7 seconds to recharge on a 90 second duration). You don't get the Regen whack of Lingering Radiation, but you beat the snot out of the Resistance.


 

Posted

Quote:
Originally Posted by Erin Go Braugh View Post
Just tweaked my Ill Rad build and, sure enough, it's possible to have perma hasten, PA, Benumb, sleet and near perma Heat Loss (95.7 seconds to recharge on a 90 second duration). You don't get the Regen whack of Lingering Radiation, but you beat the snot out of the Resistance.

Actually Cold and Radiation both have -500% regeneration, although Cold has it on a slightly longer recharge (120 vs 90). Keep in mind though that the debuff duration of Heat Loss is only 30 seconds and can't be perma'ed. The perma part is the endurance boost. It's still a huge amount of -resistance when combined with Sleet but not quite as extreme as it look at first (though still quite nice).


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Actually Cold and Radiation both have -500% regeneration, although Cold has it on a slightly longer recharge (120 vs 90). Keep in mind though that the debuff duration of Heat Loss is only 30 seconds and can't be perma'ed. The perma part is the endurance boost. It's still a huge amount of -resistance when combined with Sleet but not quite as extreme as it look at first (though still quite nice).
This. Benumb has an equal -regen to Lingering Rad, but what's really awesome about it for many AVs is the -special.

If an AV has a defense-based Godmode and is Benumbed when they use it, it'll give them less defense than they would gain from it otherwise.

Benumb + Sleet = lolElude


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Posted

Quote:
Originally Posted by Silas View Post
This. Benumb has an equal -regen to Lingering Rad, but what's really awesome about it for many AVs is the -special.

If an AV has a defense-based Godmode and is Benumbed when they use it, it'll give them less defense than they would gain from it otherwise.

Benumb + Sleet = lolElude

Right. Outside of Traps, Cold is THE boss buster set. Paired with Illusion, which is the boss buster of the Controller sets, you have something AVs should be very scared of.

Radiation is still quite nice, just not as focused on single target elimination like Cold is.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Actually Cold and Radiation both have -500% regeneration, although Cold has it on a slightly longer recharge (120 vs 90). Keep in mind though that the debuff duration of Heat Loss is only 30 seconds and can't be perma'ed. The perma part is the endurance boost. It's still a huge amount of -resistance when combined with Sleet but not quite as extreme as it look at first (though still quite nice).
Don't know how I missed the -500% regen. Thanks!


 

Posted

This has probably been answered before, but at what recharge time should PA be considered "perma"? If (somehow) you have enough recharge to cast it before it expires, it'd be wasted, so it seems to me you'd have to wait until the exact point that the last decoy fades before casting the power again, right? Do they start expiring 60s after you cast the power, or are they expired at the 60s mark? If it's the first, then it seems you'd have a second or two of time to recast it, meaning a 61s recharge would be perma, but if its the latter, then you need it at exactly 60s (or less) to be able to cast them as soon as they expire. So which is it?


 

Posted

Local Man addresses that in his guide, I think. 61 is good enough. Actually, the real issue with "perma PA" is that when recast, all PA disappear and are then re-imaged.

What does that mean? I found out the hard way when I "tanked" a STF with my Ill-Rad. Recluse would beat on them for a minute and when I re-cast PA, they dropped and Recluse darted at me or the party. I learned to cast the PA in between Recluse and the rest of us, but it was a brutal lesson to learn.

Recluse vs. Ill Rad (sans PA) = Epic Fail for Ill Rad.

We beat him, but not without some debt...er "awesomeness"...accumlated.


 

Posted

You need it at 60 seconds even. A bit faster rech is nice if you hesitate or get stuck in another animation when they start dropping because they will be up before that happens. That way you can always be sure that they have minimal time losing agro.

When you start taking on really hard targets you learn to cast phantasm at the right time so that his decoy holds agro during the period that PA loses it. You have to time it because Phantasm will rush into melee and die several seconds later. And while his decoy doesn't despawn upon his death it is something that takes a bit of practice. Hopefully it will eventually get sorted out and he will go back to being a ranged pet.

That said, you don't really need perma PA for much including most AV's. You definitely want them up a lot, but even if you had them at like 65-68 seconds you'll still wreck most of them if you are a decent pilot.


 

Posted

Phantom Army has a 60 second recharge, but there is a 3 second period when the three phantoms are summoned, and three seconds at the end when they blink out one by one. Thus, a lot of folks feel that recharge of 63 seconds is good enough, as you can re-cast just as the third Phantom is disappearing.

That's cutting it a bit close for me. I want to be able to cast the new bunch BEFORE the old ones start to disappear, so I want the recharge to be under 60 seconds ideally. That gives me a little bit of "fudge time" for when I might be caught in another animation or didn't pay close enough attention. 61 seconds Recharge is probably good enough, but I prefer it to be under 60.

Frosticus's story about Lord Recluse is very true, but that dude is FAST. The moment PA drop, he immediately starts looking for another target, usually finding YOU unless something else can grab his attention very quickly. I have tried tanking LR on a couple of all-controller Statesman TFs using two Illusion controllers, and we usually die a lot even when we try to alternate PA.


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Posted

Very impressive.

Would you mind sharing your build? I tried to squeeze the 155% rech, with softcapped sm/leth, most I could muster was around 125%.


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Posted

I don't sweat the softcapped S/L, since you have the PA and the Phantasm and Decoy. I get my S'L up to about 27% and pop a purple if needed, keeping the emphasis on recharge primarily. I've solo'd the GMs and AVs, including STF Recluse, with the 27% and it works.

Yeah, I soon realized you should have two or more PA to tank Recluse. 1 PA earned me some debt. But, hey, I was able to pull it off and debt goes away.