I19 power choices for a perma pa ill/rad?
I'd have to know more about your build to recommend anything in particular.
Generally, though I would have to give tough/weave a thumbs down for an ill/rad. An ill/rad's survivability is coming from perma-PA and PA's ability to taunt, which works dramatically better against tough single targets.
Also, how tight is your build? Tough and Weave may not offer much if you can't spare some slots for Weave at least. You could take some of the stealth pool as mules for LotG, slotting an additional 3 if haven't used many yet. Even leadership would give you the option of muling two LotG's if you go with Maneuvers and Vengeance, as well as picking up some situationally useful powers.
I'd also consider what other powers you may have skipped. I tend to skip Mutation, for instance, but will be picking it up with i19. My mind/rad will be dropping Stealth (I used it for LotG), picking up Mutation and Leadership. It's already a strong team player, but the ability to veng and rez is looking nice.
It somewhat depends on your playstyle. My current Ill/Rad build is posted a ways down in the thread for my Ill/Rad guide. I am leaning towards adding in Mutation, Recall Friend and probably Assault -- all of which are really team-oriented powers. I really miss not having Recall Friend for stealthing missions, and Mutation is handy for PUGs. I suspect a lot of folks will be adding Leadership, so stacking Assault with others should provide a pretty good benefit.
There are plenty of other options. I could add Group Invis for those times that I want to stay invis but not use the endurance to run SI. It can also take another LotG Recharge. I could go with any 3 Leadership powers. I could add Super Speed or Super Jump (or even Teleport) for faster travel than Fly. I could take Fallout as a bit of a novelty, mostly for the debuff -- that doesn't need slots.
The value of the fighting pool is pretty low. Unless you have other similar buffs to stack with them, the benefit is minimal. Plus you have to take a worthless power to get to Tough and Weave. I usually take Fighting on Melee characters looking to softcap, but not Controllers. I suppose if you went for the softcapped controller build, it might work, but that's not me.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
personally I am taking the veng/fallout/mutation combo none really need slotting, and I suspect will rarely get used but will make me laugh to buff the team, blow up the scrapper and then rez him at the base of a of a Shadow Cyst in the ITF ...
ETA that is assuming I Respec him at all, with the current PPP mace bug (I get a working PFF and non-working Scorp shield) and honestly I find PFF pretty dern handy
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If your really tight on slots and want to go an expensive route, pick up Concealment. Sure, Ill doesn't need it, but it does have three powers ripe for LotG, Stealth, Grant Invis, and Invis.
That's 22.5% recharge right there.
Edit: And, Local Man, I'm not so sure about Assault. It's too End expensive, really. I'd recommend either Recall Friend, the Medicine pool to add on to Rad's Weak Heal so you can be an effective healer, or get some more APP/PPP powers.
If your really tight on slots and want to go an expensive route, pick up Concealment. Sure, Ill doesn't need it, but it does have three powers ripe for LotG, Stealth, Grant Invis, and Invis.
That's 22.5% recharge right there. Edit: And, Local Man, I'm not so sure about Assault. It's too End expensive, really. I'd recommend either Recall Friend, the Medicine pool to add on to Rad's Weak Heal so you can be an effective healer, or get some more APP/PPP powers. |
Edit: Unfortunately, to fit in Assault, I would have to give up one of my other pools. My current build has Fly (Hover for a LotG and fighting from the air, Fly), Speed (Hasten) and Leaping (Combat Jumping for a LotG and Immob protection). I want to add Recall Friend, and than makes 4 Pools. To add Assault, I might have to drop CJ for GI. So I may go for GI anyway, or maybe Air Sup, or maybe even Fallout for the debuff.
A healer?? I don't think so. My role as a Ill/Rad controller on teams is as a source of distraction, control and single target damage. I have no interest in being a team healer -- especially with the Medicine Pool, which would need some slotting.
My guide shows how you can have perma PA with only three LotGs in SI, Hover and Combat Jumping. If I really needed a 4th, I would go with GI before the Concealment pool. And if I wanted a 5th, then I could go with a Defense-based shield like Ice Armor. I can possibly see the Concealment pool on some other controllers if you want mule powers that are otherwise useless, but not on an Ill/Rad with two powers in the primary that are better than anything in the Concealment pool.
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
More +Rech is never a bad thing. And, the Medicine pool would make the character more versatile, bringing it's weakest aspect, the single heal, up to a respectable level.
More +Rech is never a bad thing. And, the Medicine pool would make the character more versatile, bringing it's weakest aspect, the single heal, up to a respectable level.
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Oh, Teleport Ally is a great power if your running TFs a lot with a team. Expecially since you have Super(ior) Invisibility
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
Well, if you've got PA Perma, chances are the enemies'll be focusing on them and not you.
More +Rech is never a bad thing. And, the Medicine pool would make the character more versatile, bringing it's weakest aspect, the single heal, up to a respectable level.
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With the large amount of Recharge in a Perma-PA build, Radiant Aura is up very quickly (especially slotted with the Doctored Wounds set). Especially since healing becomes less important in the higher levels, an Ill/Rad will generally have something better to do than be the team healer. Fast-recharging Radiant Aura is plenty.
To me, Recall Friend is probably my first choice. My Ill/Rad had it (and Teleport for travel) leveling up. I could stealth missions and bring the team to me more than once ever 30 min (with the Vet team TP power). Since I was usually the last teammember surviving, I was often the one to Recall the dead bodies of teammates to bring them to a safe place to rez. I miss that power in my Perma-PA build and look forward to getting it back. Mutation is my second choice as something handy to have -- I have often regretted not having it.
My only question is the third power. (1) I dislike taking powers as pure "mules" for an IO -- I like the power to be useful, even situationally. If a power can hold a needed IO AND can be useful, then it is OK. For example, Combat Jumping provides Immob protection and jumping mobility at a very low endurance cost as well as holding a LotG Recharge. (2) With my build and the two choices above, I'm capped out on Power Pools. I could drop CJ (or Hover/Fly) and use Group Invis for the LotG Recharge if I really want to add a new power pool, but I'm pretty happy with my build now. (3) It needs to be a power that can be effective with no additional slots (or maybe one extra).
So that leaves:
(a) Something out of one of the power pools I already have. Fly is kind of slow, so Super Speed or Super Jump, or even Teleport might be a nice "quality of life" pick. Or a melee attack? Air Sup? Flurry? Jump Kick? I don't think so, since I generally stay out of melee and my attack chain does more damage than any of those while staying at range.
(b) From my Primary and secondary, only Group Invis, Fallout and Choking Cloud are left (since I want to take Mutation). Choking Cloud is a mostly-worthless endurance drain unless you can fully slot it up and have the secondary powers to make it effective (Hot Feet, Arctic Air, Conductive Aura), so that one is out. Fallout? Very situational, but kind of fun . . . I could Fly/Hover over a group of foes, then Recall Friend to drop a teammate's dead body into the group, and then use Fallout for some damage and a huge Debuff -- and then rez him with Mutation. Worth considering, but it will be used very, very rarely. Group Invis? Can use it for another LotG Recharge, and it uses far, far less endurance than SI -- might be useful in big battles and to invis teammates. Worth Considering, but won't be used all that often, as I tend to run SI almost all the time.
(c) Another power from my APP set: I use the Fire APP set, so Consume and Rise of the Phoenix are the choices. (Between Fire Blast and Fire Ball, I'm very happy with Fire, so I don't plan to change.) Consume is a decent but slow recharging Blue-bar filler in melee combat. With PA out and while Invis, it can be used before drawing aggro. I don't have many (hardly any) endurance issues, and this needs some slotting to be effective. So No to that one. Rise of the Phoenix? The only self-rez available to controllers that does damage to foes in the area? Another situational power, but definitely worth considering.
In the end, I'm kind of leaning now to Rise of the Phoenix, but that could change.
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
More Recharge results in diminishing returns. Once you get to perma-PA, additional amounts of Recharge start to have less and less effect, such that fairly small amounts of additional recharge only result in reducing the Recharge on powers by a fraction of a second. There are points where your limited resources can be better used than adding more recharge.
With the large amount of Recharge in a Perma-PA build, Radiant Aura is up very quickly (especially slotted with the Doctored Wounds set). Especially since healing becomes less important in the higher levels, an Ill/Rad will generally have something better to do than be the team healer. Fast-recharging Radiant Aura is plenty. To me, Recall Friend is probably my first choice. My Ill/Rad had it (and Teleport for travel) leveling up. I could stealth missions and bring the team to me more than once ever 30 min (with the Vet team TP power). Since I was usually the last teammember surviving, I was often the one to Recall the dead bodies of teammates to bring them to a safe place to rez. I miss that power in my Perma-PA build and look forward to getting it back. Mutation is my second choice as something handy to have -- I have often regretted not having it. My only question is the third power. (1) I dislike taking powers as pure "mules" for an IO -- I like the power to be useful, even situationally. If a power can hold a needed IO AND can be useful, then it is OK. For example, Combat Jumping provides Immob protection and jumping mobility at a very low endurance cost as well as holding a LotG Recharge. (2) With my build and the two choices above, I'm capped out on Power Pools. I could drop CJ (or Hover/Fly) and use Group Invis for the LotG Recharge if I really want to add a new power pool, but I'm pretty happy with my build now. (3) It needs to be a power that can be effective with no additional slots (or maybe one extra). So that leaves: (a) Something out of one of the power pools I already have. Fly is kind of slow, so Super Speed or Super Jump, or even Teleport might be a nice "quality of life" pick. Or a melee attack? Air Sup? Flurry? Jump Kick? I don't think so, since I generally stay out of melee and my attack chain does more damage than any of those while staying at range. (b) From my Primary and secondary, only Group Invis, Fallout and Choking Cloud are left (since I want to take Mutation). Choking Cloud is a mostly-worthless endurance drain unless you can fully slot it up and have the secondary powers to make it effective (Hot Feet, Arctic Air, Conductive Aura), so that one is out. Fallout? Very situational, but kind of fun . . . I could Fly/Hover over a group of foes, then Recall Friend to drop a teammate's dead body into the group, and then use Fallout for some damage and a huge Debuff -- and then rez him with Mutation. Worth considering, but it will be used very, very rarely. Group Invis? Can use it for another LotG Recharge, and it uses far, far less endurance than SI -- might be useful in big battles and to invis teammates. Worth Considering, but won't be used all that often, as I tend to run SI almost all the time. (c) Another power from my APP set: I use the Fire APP set, so Consume and Rise of the Phoenix are the choices. (Between Fire Blast and Fire Ball, I'm very happy with Fire, so I don't plan to change.) Consume is a decent but slow recharging Blue-bar filler in melee combat. With PA out and while Invis, it can be used before drawing aggro. I don't have many (hardly any) endurance issues, and this needs some slotting to be effective. So No to that one. Rise of the Phoenix? The only self-rez available to controllers that does damage to foes in the area? Another situational power, but definitely worth considering. In the end, I'm kind of leaning now to Rise of the Phoenix, but that could change. |
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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
I'm thinking I'll take tough and weave for my extra powers. Ideas?