i19 Ill/Rad Critique


BenRGamer

 

Posted

I was hoping to get some feedback on a planned i19 build. I don't have Mids patched for the upcoming patch so I just left off the Fitness pool and left 4 slots unused. Health will be 3 slotted (Miracle +Rec, Heal for the recovery bonus; Numina's +Rec/+Reg) and Stamina will be slotted with 3 common IO endurance mod). /Ice was chosen for the added defense and I wanted to get Recall Friend and Vengeance in it. Any help on more efficient slotting would be greatly appreciated. The slotting levels are not correct, I just used the dynamic mode to plug them in after the fact.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

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i19: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Blind

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Accuracy/Recharge
  • (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (7) Basilisk's Gaze - Recharge/Hold
  • (36) Thunderstrike - Damage/Endurance
  • (36) Thunderstrike - Damage/Recharge
Level 1: Radiant Aura
  • (A) Miracle - Heal
  • (19) Miracle - Heal/Recharge
  • (23) Miracle - Heal/Endurance
Level 2: Spectral Wounds
  • (A) Decimation - Accuracy/Damage
  • (3) Decimation - Accuracy/Damage/Recharge
  • (5) Decimation - Damage/Recharge
  • (7) Decimation - Accuracy/Endurance/Recharge
  • (34) Decimation - Chance of Build Up
  • (36) Thunderstrike - Damage/Recharge
Level 4: Deceive
  • (A) Malaise's Illusions - Accuracy/Recharge
  • (17) Malaise's Illusions - Endurance/Confused
  • (25) Malaise's Illusions - Accuracy/Endurance
  • (27) Malaise's Illusions - Confused/Range
  • (27) Malaise's Illusions - Accuracy/Confused/Recharge
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO
Level 8: Superior Invisibility
  • (A) Luck of the Gambler - Recharge Speed
  • (9) Red Fortune - Defense/Endurance
  • (9) Red Fortune - Endurance
  • (11) Red Fortune - Defense
  • (11) Red Fortune - Endurance/Recharge
  • (13) Red Fortune - Defense/Endurance/Recharge
Level 10: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (45) Efficacy Adaptor - EndMod/Recharge
  • (45) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (46) Efficacy Adaptor - Accuracy/Recharge
  • (46) Efficacy Adaptor - EndMod/Accuracy
  • (46) Efficacy Adaptor - EndMod/Endurance
Level 12: Radiation Infection
  • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (13) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (15) Dark Watcher's Despair - To Hit Debuff
  • (15) Dark Watcher's Despair - Recharge/Endurance
Level 14: Combat Jumping
  • (A) Defense Buff IO
Level 16: Super Jump
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Level 18: Phantom Army
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (29) Expedient Reinforcement - Accuracy/Damage
  • (29) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (33) Expedient Reinforcement - Endurance/Damage/Recharge
  • (34) Call to Arms - Accuracy/Damage/Recharge
  • (34) Call to Arms - Accuracy/Recharge
Level 20: Recall Friend
  • (A) Interrupt Reduction IO
Level 22: Enervating Field
  • (A) Endurance Reduction IO
  • (48) Endurance Reduction IO
Level 24: Lingering Radiation
  • (A) Accuracy IO
  • (25) Accuracy IO
Level 26: Spectral Terror
  • (A) Glimpse of the Abyss - Accuracy/Recharge
  • (39) Glimpse of the Abyss - Endurance/Fear
  • (40) Glimpse of the Abyss - Fear/Range
  • (40) Glimpse of the Abyss - Accuracy/Fear/Recharge
Level 28: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense/Endurance
Level 30: Flash
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (31) Basilisk's Gaze - Accuracy/Recharge
  • (31) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (31) Basilisk's Gaze - Recharge/Hold
  • (33) Essence of Curare - Accuracy/Hold/Recharge
  • (33) Ghost Widow's Embrace - Accuracy/Hold/Recharge
Level 32: Phantasm
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (37) Expedient Reinforcement - Accuracy/Damage
  • (37) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (37) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (39) Call to Arms - Accuracy/Damage
  • (39) Call to Arms - Damage/Endurance
Level 35: Assault
  • (A) Endurance Reduction IO
Level 38: EM Pulse
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (40) Basilisk's Gaze - Accuracy/Recharge
  • (43) Basilisk's Gaze - Recharge/Hold
  • (45) Basilisk's Gaze - Endurance/Recharge/Hold
  • (48) Lockdown - Recharge/Hold
  • (48) Ghost Widow's Embrace - Accuracy/Hold/Recharge
Level 41: Ice Blast
  • (A) Positron's Blast - Accuracy/Damage
  • (42) Positron's Blast - Accuracy/Damage/Endurance
  • (42) Positron's Blast - Damage/Recharge
  • (42) Positron's Blast - Damage/Endurance
  • (43) Positron's Blast - Chance of Damage(Energy)
  • (43) Analyze Weakness - Accuracy/Recharge
Level 44: Frozen Armor
  • (A) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense/Endurance
Level 47: Vengeance
  • (A) Luck of the Gambler - Recharge Speed
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



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Freedom:

Biggo Shaker (SS/FA Brute)
Timbuck (SS/FA Brute)

 

Posted

Is this for a level 50 build? Because that makes a difference if you can use some purple sets and Hami-Os (Hami-Os can actually be used at 47).

Blind: You can get more damage than you have by using an Acc/Dam Hami-O and a common Damage. You lose a small Recovery bonus.

Radiant Aura: If you can get 2 more slots here, you can slot the Doctored Wounds set for better enhancement, faster recharge and 5% Recharge bonus.

Deceive: If you can afford it or save up for it, replace the Malaise set with 5 of the purple Coersive Persuation set. The Confuse set is usually the second cheapest (after Sleep), and you not only get 10% Recharge and some nice other bonuses, you free up another 6.25% slot for another power. Leave out only the pure Confuse. The proc is awesome in this power.

Combat Jumping/Super Jump: To free up a slot, you can put a Karma -knockback in CJ (cheaper than the Zephyr) and a simple Jump in SJ -- you lose a little defense, though, but you can make up for it with better healing.

Phantom Army: If you can, change the Call to Arms to Soulbound Dam/Rech and Chance for Build Up. The proc has a chance to hit when any of the three Phantom Army guys attack, so it hits often. If not, then use the two triples from Call to Arms.

Spectral Terror: Either 5-slot this or don't slot it at all. If you put the purple set in Deceive, you can finish out the Glympse set here for 6.25% recharge. If not, use the Unspeakable Terror set for 5%.

Phantasm: you can save a slot here by replacing the two Call to Arms with a single Acc/Dam Hami-O. And replace the Resist proc with Exped. End/Dam/Rech. A small amount of Resistance doesn't help Phanty all that much. Instead, you can summon him more often if you miss with your heals. Hopefully one day they will fix the bug that causes him to run into melee.

EM Pulse: 4 Baz Gaze are enough here, so you can use those last two slots somewhere else. Yeah, the recharge is long, so use Flash more often and leave this for a "panic button and special use" power.

I think I freed up 3 slots and used 3 slots. If you need another slot somewhere, Ling Rad can get by on one Acc if you have some decent global Accuracy.


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'm currently at 33 on my ill/rad and I'm just trying to plan ahead for 50 with the i19 respec that we should get. I plan to be 50 by then. I shied away from the purple sets because I assumed they were prohibitively expensive. After checking the market I was surprised to find that the set is actually less expensive than the Kinetic Combat sets I bought for my tanker.
After following some of the suggestions I end up with 15% more recharge (which is overkill, I know, but I'm not always Johnny on the spot with hitting AM), and an extra slot left over.

Thanks for the suggestions.


Freedom:

Biggo Shaker (SS/FA Brute)
Timbuck (SS/FA Brute)

 

Posted

Is it me, or is the Posi Blast in Ice Blast an error? Posi is a targeted AoE set, not a ranged damage set...


 

Posted

Yeah, Mids pulls it up as it appears. However, when you import it from the data chunk you can put the proper enhancements in, which in this case was the Decimation set for the recharge bonus.


Freedom:

Biggo Shaker (SS/FA Brute)
Timbuck (SS/FA Brute)

 

Posted

Quote:
Originally Posted by JumpinJackSlash View Post
/Ice was chosen for the added defense and I wanted to get Recall Friend and Vengeance in it. Any help on more efficient slotting would be greatly appreciated.

Uh, this isn't exactly the advice you were asking for, but I hope you'll take it into consideration anyways; if your goal is perma PA, and you're playing your ill/rad right, you really don't need the extra defense. It's nice to know it's there, but trust me, you wouldn't miss it. I went for fire mastery on mine--the fire blast is stronger than ice blast, and you can nab the self rez (For when things go very bad, as rare as those cases may be) and fire shield. YMMV, of course.


 

Posted

ah, ok, I'm at work and could not check the chunk in mids...

As for the armor, I went with ice too for the extra LoTG slot. But I agree, I've never bothered yet to actually activate the armor. But I believe I'm capped (or very darn close to it) on smash/lethal defense with a small purple, which is nice if I ever need the def boost.


 

Posted

Quote:
Originally Posted by Stone Daemon View Post
Uh, this isn't exactly the advice you were asking for, but I hope you'll take it into consideration anyways; if your goal is perma PA, and you're playing your ill/rad right, you really don't need the extra defense. It's nice to know it's there, but trust me, you wouldn't miss it. I went for fire mastery on mine--the fire blast is stronger than ice blast, and you can nab the self rez (For when things go very bad, as rare as those cases may be) and fire shield. YMMV, of course.
Fire Blast might be stronger offensively, but Ice allows you to slot an LotG 7.5% rech, which is rather useful for the perma-PA.

Frozen Armor's defense, if you remember to turn it on (which I don't, most of the time :P), is actually fairly useful if your reflexes and observational skills aren't perfect, or if you're delayed because you were casting Ice Storm on the spawn or Radiation Infection on a nasty, and you don't manage to start recasting the Army the instant it's recharged (which has caused me to faceplant twice - both times from foes I'm fairly sure my 26% or so S/L def could've stopped if I'd remembered to turn on the Armor and popped one of the purples I was carrying ).


 

Posted

Quote:
Originally Posted by JD_Gumby View Post
Fire Blast might be stronger offensively, but Ice allows you to slot an LotG 7.5% rech, which is rather useful for the perma-PA.

Frozen Armor's defense, if you remember to turn it on (which I don't, most of the time :P), is actually fairly useful if your reflexes and observational skills aren't perfect, or if you're delayed because you were casting Ice Storm on the spawn or Radiation Infection on a nasty, and you don't manage to start recasting the Army the instant it's recharged (which has caused me to faceplant twice - both times from foes I'm fairly sure my 26% or so S/L def could've stopped if I'd remembered to turn on the Armor and popped one of the purples I was carrying ).
My solution to that: I stay at range, I stay invisible, and I Deceive any foe who looks at me funny, and throw out my debuffs and Spooky a lot. As a result, I don't have to worry about Defense. That way, I get to enjoy the higher damage of Fire Blast, and the much faster recharge on Fireball.

With 206.25% recharge, there is actually a small amount of overlap . . . very small.


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

Ah, well yes, that is true. I hadn't needed the extra recharge on my build, was already past %200. The extra cushion doesn't hurt, though.


 

Posted

Ice is pretty good, yeah. I prefer Primal Forces--Energy Blast/Torrent can be Six Slotted for 7.5% Recharge from Kinetic Crash


 

Posted

Question for Local Man, how do you like that Build Up proc in SW? Do you find that it triggers often? Does it make a noticeable difference in your damage output?

To the OP, I plan to take Mutation, Maneuvers and Tactics with the 3 new power picks. Going to move my GI slots to Tactics for Adjusted Targetting set, to get a little boost to Recharge (as opposed to Kismet), and use the default slot in Maneuvers for another LOTG. This will give me about 2 seconds of overlap for PA, plenty of time.

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
Question for Local Man, how do you like that Build Up proc in SW? Do you find that it triggers often? Does it make a noticeable difference in your damage output?

To the OP, I plan to take Mutation, Maneuvers and Tactics with the 3 new power picks. Going to move my GI slots to Tactics for Adjusted Targetting set, to get a little boost to Recharge (as opposed to Kismet), and use the default slot in Maneuvers for another LOTG. This will give me about 2 seconds of overlap for PA, plenty of time.

MT
It is only a 5% chance, but I use Spectral Wounds a LOT -- twice in my attack chain. (That's why I put it in SW rather than Fire Blast.) By six-slotting the power, I can have capped Damage in SW anyway, so I'm not really giving up much for the proc. Plus, all of the powers in my attack chain are pretty quick, so the Build Up lasts almost two cycles -- a nice damage bonus.

I'd have to look back at Hero Stats to see exactly how much, but I thought it was worth while.


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