Been away for 2 years and rerolling ill/rad


Angelofvalor

 

Posted

I need build suggestions for soloing/teaming types with hasten and superspeed not sure if hasten still needs 3 recharges I am better at following a build trying it out then reworking I made i to high level on another server but not enough experience yet so I would greatly appreciate it if anyone would share a build with me thank you.

Also which do you need to slot less group invis or superior invis?

Again thanks everyone.


 

Posted

Welcome back!
Depending on the build and the budget, you can get away with 2 slots in hasten, assuming you have enough recharge from IO sets. I'd recommend playing around in Mid's to see what kind of build you can come up with. Look at my build below for ideas if you want... As for GI vs SI slotting, it depends on playstyle and personnal preference I think. I took both, and just left the basic slot with a LoTG in them. I have enough recharge that GI is perma. I tend to use GI more because of the lower end cost over time. SI is mostly to use as a LoTG mule. Sorry my build is not in mids format. I'm at work now and just fished this out from another post. You can also look in the guide section for Local Man's ill/rad guide. It's very good and worth reading. I'm willing to bet he'll be along this thread shortly as well... :-)

Now the build (mind you, I think I tweaked it a bit since then, but it's still very very close to what I have right now).

SW: 5 slots => 5 decimation,
Blind: 5 slots => 4 basilisk, 1 ACC IO
Confuse: 5 slots => 5 of Coercive, including the proc.
Flash: 6 slots => 4 Basilist, 2 Acc\Recharge IO's from Ghost Widow and Essence of
SI: 1 slot => LoTG
GI: 1 slot => LoTG
PA: 6 slots => 2 Call to Arms, 4 Expedient
Spectral T.: 5 slots => 5 unspeakable terror
Phantasm: 5 slots => 4 Expedient, 1 Acc/Dam Sovereign

Radiant Aura: 5 slots => 5 Doctored Wounds
Rad Infect: 4 slots => 4 DW's Despair
AM: 6 slots => 6 efficacy adaptor
Enervating F.: 2 slots => 2 End. Red. IO's
Lingering R.: 5 slots => 5 Tempered Readiness
EM Pulse: 4 slots => 4 Basilist

Ice blast: 5 slots => 5 decimation
Ice armor: 6 slots => 1 LoTG, 5 Red Fortune
Frost Breath: 6 slots => 5 Positron's Blast

Combat J.: 1 slot => LoTG
SJ: 1 slot => Jump IO
Accro: 1 slot => End. Red. IO

Hover: 1 slot => LoTG

Assault: 1 slot => End. Red. IO.

Hasten: 2 slots => 2 Rec. Red. IO's.

Health: 2 slots => Numina Unique, Miracle Unique

Stamina: 3 slots => 3 End. Mod. IO's.

Adds up to 130% recharge before Hasten and AM. Very good recovery. Roughly 30% S/L defense even with suppressed SI and GI. Immob, Hold, KB resistance/protection. 15% damage from Assault, more than 20% from IO sets. Perma-PA, AM and Hasten of course. Only caveat is that SW and Ice blast are topped at 89% damage.


 

Posted

Quote:
Originally Posted by Angelofvalor View Post
I need build suggestions for soloing/teaming types with hasten and superspeed not sure if hasten still needs 3 recharges I am better at following a build trying it out then reworking I made i to high level on another server but not enough experience yet so I would greatly appreciate it if anyone would share a build with me thank you.

Also which do you need to slot less group invis or superior invis?

Again thanks everyone.
Just about everything you might want to know about an Illusion/Radiation is available in my Illusion/Radiation guide (link in my sig). The guide includes a sample build for leveling up, and then several builds for the end-game stuff. It has strategy suggestions and information on how the powers work so that you can make your best choices. There are many ways to build an Ill/Rad, and the guide can help you make the choices. (I have not yet updated it in anticipation of I-19. I want to wait until I can use an "authorized" version of Mids for the updated builds.)

If you are trying to maximize Recharge, I recommend 3 Recharge in Hasten until you get a bunch of Global Recharge. Once you have enough Global Recharge, you can cut back to two slots in Hasten. But the key to any Illusionist is to get Phantom Army out as much as possible.

As for Slots in SI vs. GI, both can "get by" with 2 slots (2 EndRdx in SI, or 2 Recharge in GI), but for a Perma-PA build, you may want to 6-slot it for a total of 12.5% Recharge.


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 do not remember getting by with group invis with one slot and having it perma how are you doing that?


 

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Quote:
Originally Posted by Angelofvalor View Post
I do not remember getting by with group invis with one slot and having it perma how are you doing that?
In that build, he looks like he is using Group Invisibility as a "mule" power to hold a Luck of the Gambler Recharge IO. If you have enough global Recharge from sets and IOs, you can get by without slotting it for Recharge . . . but he's probably mainly using Superior Invis since he shows that he has both.

Group Invis has become far less important, since if you want Invisibility, you can get it with a Stealth IO and a second stealth power (like Super Speed). Most people use Superior Invis over Group Invis, since you don't have to remember to re-cast it. Yes, SI uses a lot more endurance, but with a full IO build, you can get enough Recovery to easily handle the endurance cost of SI.


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

Quote:
Originally Posted by Angelofvalor View Post
I do not remember getting by with group invis with one slot and having it perma how are you doing that?
It sounds as if a bit of the advice given went over your head. That is entirely not you fault though; there have been substantial changes to the game in the past two years and you may not be aware of the intricacies of Invention system. In a nut shell, it is this: a series of special crafted enhancement that when used in sets provide extra bonuses such as damage, recharge, and defense.

For controllers, it is common to chase after sets that offer bonus recharge. This recharge is a global bonus to all powers similar to how the recharge from Hasten affects all other powers. If you collect enough recharge bonuses in your build it is possible to make permanent things like GI and even Hasten, Accelerate Metabolism, and Phantom Army.

Mid's is a popular application used to plan out a build outside of the game, which you can find here. It will allow you to see what sets of enhancements can go into a power and the bonuses they provide. It can be a little overwhelming initially, but with good information like LM's guide and the helpful community here most of your questions can be answered.


 

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My apologies, I assumed the OP was familiar with the invention system. That was issue 9. doesn't that make it older than 2 years ago? No matter...

But yes, this build has more than enough global recharge bonuses from invention sets for perma GI, without any recharge reduc. in the actual power. And yes, I took both SI and GI, and one is a mule for a LoTG invention enhancement (actually, both powers have the LoTG, but I guess only one would qualify as a mule, if you want to get technical), which provides 7.5% of global recharge bonus. I wind up using both SI and GI, depending on the situation...

To go back to the main question: it might be best to plan out a normal build with normal SO enhancements, in which case you would slot Hasten with the usual 3 rech. reductions, and one additionnal slot in the invisibility power of your choosing. Then later on (at lv 50, or whenever you feel like it, or have the influence) redo the buid with IO sets, and respec your toon to the new build. There's a ton of builds out there for ill/rad controllers, so you won't run out of information on everything and anything ill/rad.

If needed, it might be good to get a refresher on the invention system through one of the many guides floating around, or from coh wiki, or elsewhere. You might also want to go through the information on the new game updates since the time you left... there is indeed a lot of things that have changed. You're coming back at a great time, next update will make the Fitness pool inherent at lv 2. ;-)


 

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The builds displayed in Local_man's guide work great for both teaming and solo play. I went at first with his leveling up build up until about 47 or so with just SOs and the teaming went great. I went with both group and superior invis since i really enjoyed stealthing but i was suprised how little i needed to use group invis. If you go with Local's builds you can get a great one for decent inf with his middle of the road build and if you are GM slaying inclined you can go for his Perma PA build (which I finally got going around december of last year and love the heck out of). Mids is a great tool to see where you can save on IOs here and there. You don't need perma to be a great asset to your team or anything and his middle of the road build was a ton of fun to play. With i19 im thinking you can toss in a few of those powers that got omitted in the tight builds since fitness will be inherant, like the rez in radiation or recall friend things like that.