Ill/Rad Build


BenRGamer

 

Posted

With the Guide's help, I was able to make up a build for my character.

It'll be expensive as hell, but it'll be able to take on AVs and have PA, AM, Hasten and the PPP Pet perma.

Comment, critique, or criticize, please.

Edit: Edited based on Feedback

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Spectral Wounds

  • (A) Decimation - Accuracy/Damage
  • (3) Decimation - Damage/Endurance
  • (3) Decimation - Damage/Recharge
  • (5) Decimation - Accuracy/Endurance/Recharge
  • (5) Decimation - Accuracy/Damage/Recharge
  • (13) Devastation - Accuracy/Damage/Endurance/Recharge
Level 1: Radiant Aura
  • (A) Doctored Wounds - Recharge
  • (7) Doctored Wounds - Heal
  • (7) Doctored Wounds - Heal/Endurance/Recharge
  • (9) Doctored Wounds - Heal/Recharge
  • (9) Doctored Wounds - Heal/Endurance
Level 2: Blind
  • (A) Basilisk's Gaze - Recharge/Hold
  • (11) Basilisk's Gaze - Endurance/Recharge/Hold
  • (11) Basilisk's Gaze - Accuracy/Recharge
  • (37) Basilisk's Gaze - Accuracy/Hold
  • (50) Thunderstrike - Accuracy/Damage
  • (50) Thunderstrike - Damage/Recharge
Level 4: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (13) Efficacy Adaptor - Accuracy/Recharge
  • (15) Efficacy Adaptor - EndMod/Recharge
  • (15) Efficacy Adaptor - EndMod
  • (17) Efficacy Adaptor - EndMod/Accuracy
  • (17) Efficacy Adaptor - EndMod/Endurance
Level 6: Radiation Infection
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (19) Dark Watcher's Despair - Recharge/Endurance
  • (19) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (21) Dark Watcher's Despair - To Hit Debuff/Recharge
Level 8: Deceive
  • (A) Coercive Persuasion - Contagious Confusion
  • (21) Coercive Persuasion - Confused/Endurance
  • (23) Coercive Persuasion - Confused/Recharge
  • (23) Coercive Persuasion - Accuracy/Confused/Recharge
  • (25) Coercive Persuasion - Accuracy/Recharge
Level 10: Enervating Field
  • (A) Endurance Reduction IO
Level 12: Swift
  • (A) Flight Speed IO
Level 14: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (39) Miracle - +Recovery
Level 16: Superior Invisibility
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Red Fortune - Defense
  • (27) Red Fortune - Endurance
  • (27) Red Fortune - Defense/Endurance
  • (29) Red Fortune - Defense/Endurance/Recharge
  • (29) Red Fortune - Endurance/Recharge
Level 18: Phantom Army
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (31) Expedient Reinforcement - Accuracy/Damage
  • (31) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (31) Expedient Reinforcement - Endurance/Damage/Recharge
  • (37) Call to Arms - Accuracy/Damage/Recharge
  • (40) Call to Arms - Endurance/Damage/Recharge
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (40) Performance Shifter - EndMod/Recharge
  • (43) Performance Shifter - EndMod/Accuracy
  • (46) Performance Shifter - Chance for +End
Level 22: Lingering Radiation
  • (A) Accuracy IO
  • (48) Accuracy IO
Level 24: Hover
  • (A) Luck of the Gambler - Recharge Speed
Level 26: Fly
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 28: Spectral Terror
  • (A) Glimpse of the Abyss - Accuracy/Recharge
  • (33) Glimpse of the Abyss - Endurance/Fear
  • (33) Glimpse of the Abyss - Fear/Range
  • (33) Glimpse of the Abyss - Accuracy/Endurance
  • (34) Glimpse of the Abyss - Accuracy/Fear/Recharge
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 32: Phantasm
  • (A) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (34) Expedient Reinforcement - Accuracy/Damage
  • (34) Expedient Reinforcement - Damage/Endurance
  • (36) Expedient Reinforcement - Endurance/Damage/Recharge
Level 35: Flash
  • (A) Basilisk's Gaze - Accuracy/Recharge
  • (36) Basilisk's Gaze - Recharge/Hold
  • (36) Basilisk's Gaze - Endurance/Recharge/Hold
  • (37) Basilisk's Gaze - Accuracy/Hold
  • (50) Lockdown - Recharge/Hold
Level 38: EM Pulse
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (39) Basilisk's Gaze - Recharge/Hold
  • (39) Basilisk's Gaze - Accuracy/Recharge
  • (40) Basilisk's Gaze - Endurance/Recharge/Hold
  • (48) Lockdown - Recharge/Hold
Level 41: Power Blast
  • (A) Kinetic Crash - Damage/Knockback
  • (42) Kinetic Crash - Accuracy/Knockback
  • (42) Kinetic Crash - Recharge/Knockback
  • (42) Kinetic Crash - Recharge/Endurance
  • (43) Kinetic Crash - Damage/Endurance/Knockback
  • (43) Kinetic Crash - Accuracy/Damage/Knockback
Level 44: Energy Torrent
  • (A) Kinetic Crash - Damage/Knockback
  • (45) Kinetic Crash - Accuracy/Knockback
  • (45) Kinetic Crash - Recharge/Knockback
  • (45) Kinetic Crash - Recharge/Endurance
  • (46) Kinetic Crash - Damage/Endurance/Knockback
  • (46) Kinetic Crash - Accuracy/Damage/Knockback
Level 47: Temp Invulnerability
  • (A) Resist Damage IO
Level 49: Group Invisibility
  • (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Containment
Level 4: Ninja Run

------------------

After i19
I'll put in Air Superiority at 12, Fly at 14, Lingering Radiation at 20, Hasten at 22, Mutation at 24, Group Invisibility at 26, Hover at 30, and Conserve Power at 50.

As for slots I'll remove a slot from Health (I'll move Numina +Rec/Regen to Mutations inherent slot) and move it to another power that needs it.


 

Posted

Well, you have perma-PA with that build. By choosing the Villain PPP over the APP, you are able to get another pet, but you miss out on a single target blast that will allow you to have the attack chain of Blind-SW-Blast-SW. I suspect that the build with a better single target attack chain does more damage, but I haven't tested it. Your build is also quite a bit more expensive than mine, but if you have it and want to spend it, that's fine. I would love to fit some of those purple sets in my build, but I'm not willing to farm to get them.

A couple of things I see -- It appears that Endurance may be a significant issue. With everything except Fly running, your Recovery is 4.2/sec, and your toggles use up 2.2/sec. That doesn't leave you much endurance for battle. You are not capped on EndRdx for Superior Invis. I used 5 Red Fortune + the LotG Recharge in SI, which let me cap EndRdx.

Enervating Field really needs 2 EndRdx unless you have NO endurance issues at all. There are a few places you could take a slot from.

In Health, if you replace the Regen Tissue proc with a Numina's Heal, you will actually get MORE Regen due to the set bonus. The improvement is only about 4% though.

Ling Rad is perma in a Perma-PA build. With no Recharge at all, its recharge is about 29 sec with a duration of 30 sec. What it really needs is an Accuracy in the default slot. You want to be able to hit those AV's, don't you?

Personally, I would prefer to put some Damage in Blind since it is used so much. I six-slotted it with the Baz Gaze+an Acc/Dam Hami-O and a common Damage.

I'm not sure the Steadfast +3% Defense is doing you all that much good since your defense is only 12-17%. However, you are lacking any kind of knockback protection, so you may want to consider changing that to the -Knockback IO. In any even, you probably want to fit in at least one -knockback IO somewhere.


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

Actually, that's not entirely true. Mace Mastery is probably the best choice for a n APP/PPP for a Perma-PA build. It has a single target attack, Poisonous Ray, that has a -Res component as well as an AoE attack, two good defensive based shields to put an LotG in (for now, they'll probably replace PFF if they haven't already), and a pet. I think I'll switch to that one.

For the endurance problems, I was trying to save on slotting, but I could always take out some of the slots in Radiant Aura for it.

And, once i19 comes out I intend to replace Fitness with Fighting (and move Hasten/Fly up) to get some added def/res, and I'll replace the Flight in fly with Blessing of the Zephyr: Knockback Protection.

And, I also changed around Blind. I added a slot to it and put Thunderstrike in there instead so I could get some added recovery, too.


 

Posted

Quote:
Originally Posted by BenRGamer View Post
Actually, that's not entirely true. Mace Mastery is probably the best choice for a n APP/PPP for a Perma-PA build. It has a single target attack, Poisonous Ray, that has a -Res component as well as an AoE attack, two good defensive based shields to put an LotG in (for now, they'll probably replace PFF if they haven't already), and a pet. I think I'll switch to that one.

For the endurance problems, I was trying to save on slotting, but I could always take out some of the slots in Radiant Aura for it.

And, once i19 comes out I intend to replace Fitness with Fighting (and move Hasten/Fly up) to get some added def/res, and I'll replace the Flight in fly with Blessing of the Zephyr: Knockback Protection.

And, I also changed around Blind. I added a slot to it and put Thunderstrike in there instead so I could get some added recovery, too.

The point of the single-target attack is to fit into the Blind-SW-Blast-SW attack chain that can be continually repeated with Blind setting up Containment. Fire Blast and Ice Blast from the APP sets animate in 1 second and recharge in 8 (before slotting and global bonuses). Poisonous Ray has a 2 second animation and a 24 second recharge, which makes it unsuitable for the attack chain.

The attack chain is important because it helps you take advantage of the illusory damage in Spectral Wounds (and PA and Phanty's Decoy) by being able to kill off lower level foes quickly. One attack chain will usually take care of minions, and 2-3 can handle a lieutenant.

The Ray does about 65% more damage, but recharges 4 times longer. This means that Fire Blast does overall more damage. By getting to keep the illusory damage as well, you can increase Illusion's overall damage substantially. Plus, a smaller, faster attack chain means that you don't waste damage by hitting a foe with excess damage.

PFF in the Mace Mastery has already been replaced with Focused Accuracy -- which I consider to be pretty useless.

Admittedly, the AoE damage from Mace seems to do more than Fireball, but that is far less important than the single target blast. Besides, if you really want AoE damage, Ice APP has TWO AoEs in Ice Storm and Frost Breath. And Ice has a defense-based shield that can take a LotG Recharge.

While I can't say for sure that the Fire and Ice APPs are better than the PPPs for an Ill/Rad, since I haven't tried them, but looking at the numbers and my experience with Ill/Rad, I strongly suspect that the APP sets will be better overall.


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

PFF would have been amazing on an illusion controller. *sob*


 

Posted

Quote:
Originally Posted by Scin_Device View Post
PFF would have been amazing on an illusion controller. *sob*
With an Ill/Storm, it virtually would have been an "I win" button. Cast Phanty, PA, Lightning Storm and Tornado, then bubble up so nothing can hit you.


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

I may be unique but since the last rounds of PFF fixes my ill/rad can use PFF but not scorp shield. and yeah the attack chain of pet,pet,psudopet,pet, PFF (go get a coke) is most effective.


Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.

 

Posted

I took another crack at it. With Primal Forces Mastery as it's attacks can be six-slotted for 7.5% +Rech.


 

Posted

If I went with Primal Forces Mastery, how good is power boost?

I mean, does Power Boost affect Spooky, the Decoys, and the Phantasm? It could give Flash and EM Pulse the extra punch they need to really hold almost anything, it could enhance the debuff on Rad Infection and Enervating Field, and particularly Lingering Radiation as that ones only a click, and with the amount of +Rech that the build has (215%), I can have Power Boost in there literally half the time with a couple of Rech IOs in it.

If it's powerful enough, it may even make Choking Cloud useful, but that would be a stretch.

Edit: In fact, could Power Boost increase some Spectral Damage? The damage from SW is listed primarily as High DMG(Psionic) with a secondary +Special, and PB says it increases all secondary effects.


 

Posted

Power Boost doesn't affect pets, so it won't do anything for the Decoys or Phantasm and probably not for Spectral Terror (it might or might not boost the initial fear when it is summoned, I'm not really sure). It does boost mez duration so Flash and EM Pulse will last longer... however it doesn't increase magnitude so you won't hold bosses, you'll just hold Lts and minions longer. It also boosts Confusion duration, so you can make Decieve last a truly insane amount of time (about 2 minutes fully slotted). And it will boost heals so Radient Aura will heal for more.

As far as your debuffs go, it should affect defense and to-hit debuffs (I'm not 100% positive but I'm pretty sure) but it won't affect resist debuffs or -damage. That means Radiation Infection becomes an absolute monster for Power Boost's duration and Fallout will absolutely ruin an enemy's day, but Lingering Radiation and Enervating Field don't get a boost.

It doesn't boost damage though, even the spectral variety. It also doesn't boost knockback (it used to, but that was removed). Basically it affects: defense and to-hit (buffs or debuffs), mezzes (all types, including fear and confuse), heals, run or fly speed boosts (and probably movement slows but not recharge slows), and endurance recoveries or drains.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
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The Instant Lair Delivery Service: 206636

 

Posted

When my Ill/Rad hit 50, I started with the Fire APP. Then I tried Psi. Then Primal. Then I went back to Fire. Primal has some good things: The blast is OK, slightly slower than Fire and Ice Blast, but good enough. Torrent is the only AoE, a cone with knockdown. Cones require you to position yourself "just so," which is less effective or convenient as a Targetted AoE like Fireball. The key power for primal, Power Boost, doesn't affect pets or pseudo pets, so it only works to extend Blind, Flash, EM Pulse, Deceive (which is already pretty darn long), Radiant Aura -- all for only 10 sec. Choking Cloud's pulsing hold would only have its short hold pulses extended for 10 seconds, so it certainly would not help Choking Cloud.

Sure, you could pop Power Boost before EM Pulse and hold a group for nearly forever, but when do you need that? Don't you kill them off faster than that? In the end, I respec'ed out of Primal. I think it is a great choice for a Mind Controller with all of its control powers that can take advantage of Power Boost, but its is not a great choice for Illusion/Rad.


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