ill/rad/mace Out of retirement


BenRGamer

 

Posted

Ok, So I'm back again to CoH, Been gone for over a year
Have not played my troller in a few years
lvl 50 build
wanted to bring him back , deck him out for a badger and ITF runner

Tell me what you think , havent played a troller in a while, mostly been my brute and scrapper
I over shot the Def cap a LOT. but the idea was for ITF and the -Def debuffs


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

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Level 50 Natural Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Spectral Wounds -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11)
Level 2: Blind -- Dev'n-Hold%(A), Dev'n-Acc/Dmg(11), Dev'n-Dmg/EndRdx(13), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(15), Dev'n-Acc/Dmg/EndRdx/Rchg(15)
Level 4: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(5), CoPers-Acc/Conf/Rchg(5), CoPers-Acc/Rchg(7), CoPers-Conf/EndRdx(7), CoPers-Conf%(9)
Level 6: Radiation Infection -- Achilles-ResDeb%(A), DarkWD-Slow%(19), DarkWD-ToHitDeb/EndRdx(21), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(31)
Level 8: Accelerate Metabolism -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(33), Efficacy-Acc/Rchg(33)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(33)
Level 12: Swift -- Flight-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 16: Hover -- LkGmblr-Rchg+(A), Frbd-EndRdx(17), Frbd-Stlth(17)
Level 18: Fly -- Winter-ResSlow(A), Zephyr-ResKB(19)
Level 20: Lingering Radiation -- P'ngTtl--Rchg%(A), P'ngTtl-Acc/Slow(34), P'ngTtl-Acc/EndRdx(34), P'ngTtl-EndRdx/Rchg/Slow(34)
Level 22: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(23), ExRmnt-Dmg/EndRdx(23), ExRmnt-Acc/Dmg/Rchg(25), ExRmnt-EndRdx/Dmg/Rchg(25), ExRmnt-+Res(Pets)(27)
Level 24: Stamina -- P'Shift-End%(A), EndMod-I(50), EndMod-I(50)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(29), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(31), Abys-Dam%(31)
Level 28: Superior Invisibility -- LkGmblr-Rchg+(A)
Level 30: Recall Friend -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(36)
Level 32: Mutation -- RechRdx-I(A)
Level 35: Choking Cloud -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-Acc/Hold(36), Lock-Acc/Rchg(37), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(37)
Level 38: Phantasm -- SvgnRt-Dmg/EndRdx(A), SvgnRt-Acc/EndRdx(39), SvgnRt-Acc/Dmg/EndRdx(39), SvgnRt-Acc(39), SvgnRt-PetResDam(40), SvgnRt-Acc/Dmg(40)
Level 41: Poisonous Ray -- Achilles-ResDeb%(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg(42), Dev'n-Dmg/EndRdx(42), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/Rchg(43)
Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(46), LkGmblr-EndRdx/Rchg(46)
Level 47: Personal Force Field -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-EndRdx/Rchg(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run

Oh , um noob question ,.... Will my debuffs and pet still work with PFF ?


 

Posted

Another note
The Flight pool is a must
And if my Def idea works
I would really like a good AoE attack since the build really lacks one... i just couldnt find room for it
And with all the Def should i try to drop more purps in there ?


 

Posted

You have a few problems: Personal Force Field is no longer available to controllers. OK if you picked it up during the short time you could get it and you never respec, but otherwise, you can't get it. It was replaced by Focused Accuracy (which is mostly worthless in my opinion).

I understand you are trying to go for a Defense build. In most cases, Ill/Rad benefits the most from high Recharge, then Recovery. With high Recharge getting Phantom Army out more often, they draw the aggro and you don't get hit. Stay invisible, Deceive any foes who look at you funny and take out single targets. If you want some other ideas, take a look at my Illusion/Radiation Guide, linked in my sig. The guide has several sample builds, and once I-19 hits, I plan on revising parts of it with the new build options. I haven't updated it with a discussion about the PPP options yet, but I still prefer Fire and Ice APPs over the PPPs. The key is the fast-recharging single target blast that lets you have an attack chain of Blind-SW-Blast-SW. That chain substantially increases your single target damage AND helps you keep most or all of the Illusory Damage from Spectral Wounds. None of the PPPs have a fast-recharging single-target blast -- the recharge on Poisonous Ray is 24 seconds, vs 8 seconds for the APP blasts. If you want AoE Damage, you can go with Fireball (which I have) or Frostbreath (or Ice Storm, but it has too long a recharge and is DoT). If you really want Defense, you can get it from Ice Shield, but Recharge is far more important.

Have you actually tried Choking Cloud with an Ill/Rad? I love it on my two Fire/Rads, I just finished slotting it up on my Elec/Rad, but I hated it on my Ill/Rad. Fire, Electric and Ice all have an additonal PB AoE Aura to combine with Choking Cloud to make it effective. Illusion doesn't. As part of layered control it can be great, but on its own it is pretty lackluster even fully slotted. The hold pulses take a while to hit and then can drop. It uses tons of endurance and needs 5-6 slots, so it is a big investment for a power that isn't very effective. I much prefer Flash over CC. Having both Flash and EM Pulse is like having a PB AoE Hold that recharges much faster -- and you can stack them to hold bosses.

Any build that doesn't take Phantom Army at 18 is questionable. Just sayin'

Not enough Recharge in AM.

Sure, you can slot Blind as a damage power. I prefer 4 Basilik's Gaze, and then fill it out with as much damage as you can. Those 4 Baz Gaze give 7.5% Recharge.

Why do you need Stealth in Hover when you have Superior Invis? And why an EndRdx in one of the lowest costing endurance toggles? On the other hand, Superior Invis needs lots of EndRdx. I 6-slot it with 1 LotG Recharge, and 5 Red Fortunes. You get capped EndRdx and Defense, plus a total of 12.5% recharge out of one power.


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

It's a shame PPPs don't have good ST attacks, I'd love an extra pet. Probably would already be perma if you can get PA Perma.


 

Posted

When i finally get around to releveling my Ill/Rad I think i'll be going for Mace Mastery. While I'll always see Local Man as the goto man as far as ill/rad is concerned, I personally think the debuff that comes with the mace attack will increase DPS overall, and be more beneficial to teams.

But I could be wrong, and then i'll respec into an APP


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Posted

Quote:
Originally Posted by Mega_Jamie View Post
When i finally get around to releveling my Ill/Rad I think i'll be going for Mace Mastery. While I'll always see Local Man as the goto man as far as ill/rad is concerned, I personally think the debuff that comes with the mace attack will increase DPS overall, and be more beneficial to teams.

But I could be wrong, and then i'll respec into an APP
The only way to have a real answer is by doing some serious testing . . . which I'm not going to do. Maybe some industrious person will.

Personally, I think that the Illusory damage vs. the debuff is a key factor. If you can defeat the foe before the illusory damage heals back, then you keep that extra damage . . . and I think that extra damage will be more than additional damage from the debuff. Plus, the faster-recharging blast does more damage over time.

Additionally, smaller, faster attacks will help you avoid "overkilling" -- using a bigger attack when only a small number of HP remain, such as hitting a foe with a 140 HP damage attack when he only has 15 HP remaining. I think that Herostats records the damage output rather than the actual damage done, so even Herostats will make it appear that you have done more damage than you actually have. (I might be wrong on that, though.)


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