ill/rad/psi build for tanking without PA




this is a build i made after a pure troller reichsman TF where i tankend him in last mish withouit using PA (wanted to see if that is possible)
now i made an i19 version of it which seems very good:
i dont wanna hear things like why are you doing that so simply make this build better (softcapped ranged def with suppressed SI and GI, aoe def in the 30's and almost perma IW are the main goals if possible)

Hero Plan by Mids' Hero Designer 1,90

Click this DataLink to open the build!

Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Presence
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Blind -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(7), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(36), Lock-%Hold(43)
Level 1: Radiant Aura -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(5), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(31), Numna-Heal(37), Numna-Regen/Rcvry+(46)
Level 2: Spectral Wounds -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(46)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(11)
Level 6: Kick -- Empty(A)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/Rchg(9), LkGmblr-Def/EndRdx/Rchg(39)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(13)
Level 14: Enervating Field -- EndRdx-I(A), EndRdx-I(46)
Level 16: Radiation Infection -- HO:Enzym(A), HO:Enzym(17), HO:Enzym(17)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(37)
Level 20: Super Jump -- Jump-I(A)
Level 22: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(23), TmpRdns-EndRdx/Rchg/Slow(23)
Level 24: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(40)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Acc/Fear/Rchg(39), Abys-Fear/Rng(40)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx/Rchg(40)
Level 30: Mutation -- RechRdx-I(A)
Level 32: Phantasm -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc(33), BldM'dt-Dmg(33), BldM'dt-Acc/EndRdx(34), BldM'dt-Acc/Dmg/EndRdx(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Challenge -- Mocking-Taunt(A), Mocking-Rchg(39)
Level 41: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(42), CoPers-Conf/EndRdx(42), CoPers-Conf%(42), CoPers-Acc/Conf/Rchg(43), CoPers-Acc/Rchg(43)
Level 44: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), LkGmblr-EndRdx/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Mind Over Body -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(48), ImpArm-ResDam/Rchg(48), ImpArm-ResDam/EndRdx/Rchg(48), S'fstPrt-ResDam/Def+(50)
Level 49: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(50), Thundr-Acc/Dmg/Rchg(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(21)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), P'Shift-End%(15)
Set Bonus Totals:

  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 8% Defense(Fire)
  • 8% Defense(Cold)
  • 18,94% Defense(Energy)
  • 18,94% Defense(Negative)
  • 6,75% Defense(Psionic)
  • 3% Defense(Melee)
  • 27,38% Defense(Ranged)
  • 10,19% Defense(AoE)
  • 6,3% Max End
  • 1,5% Enhancement(FlySpeed)
  • 60% Enhancement(RechargeTime)
  • 1,5% Enhancement(RunSpeed)
  • 1,5% Enhancement(JumpHeight)
  • 43% Enhancement(Accuracy)
  • 2,75% Enhancement(Terrorized)
  • 6% Enhancement(Heal)
  • 1,5% Enhancement(JumpSpeed)
  • 2,5% Enhancement(Held)
  • 4% Enhancement(Confused)
  • 4% FlySpeed
  • 83,93 HP (8,253%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • MezResist(Confused) 2,5%
  • MezResist(Held) 8%
  • MezResist(Immobilize) 2,5%
  • MezResist(Sleep) 2,5%
  • MezResist(Stun) 4,15%
  • MezResist(Terrorized) 2,5%
  • 18,5% (0,309 End/sec) Recovery
  • 62% (2,633 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 10% Resistance(Fire)
  • 10% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 4% RunSpeed

Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3



So I'm a big fan of ranged def on trolls/corrs/fenders/blaster. Every ranged toon I have has capped ranged def.

What I am trying to figure out is, why would you not just get to capped ranged def *and* perma-PA?

That way you can let the PA's handle reichman (or any other high end AV's for that matter) and let your range def take care of all his other cronies.

Trying to tank from a troller this way seems, wasteful.
If you can give me a good reason for this build, I'll have some context and probably be able to give some useful suggestions.

Virtue Speed Junkie
A Simplified Guide to Attack and Defense



I don't see how this would work very well. Capping range and AoE could work out, but you have no way to immobilize the AV. There's nothing to stop him from simply coming into melee and smacking you. I'd also be fearful of his Fist of Tyranny slapping you with a stun in the nearly 20 second downtime of IW.



LOL No disrespect but this thread on ill/rads must be not seriously taken on that statement. PA is what gives the ill/rad or any ill/? for that matter the upper edge to perform his/her cast of illusions to control. Why would anyone build an ill/? without PA gets me................................................ ...............................

.................................................. .................. Thats like turning a scrapper into a blaster, skip all the melee attacks and select range powers from (primaries with range attacks) and range epics like Blaze Mastery for Char and so forth. Thats silly.

why am I even giving any wor .... PPFFFFF




Non IO'd SR scrappers have Defenses in the 30's and can "tank" mission content and such.

The same characters get crushed in end game content--and they have higher base hit points than you do as well as permanent mez protection.

While I applaud your forward thinking in that you're trying to make a tank out of a non-tanking toon/AT I'm reticent to offer advice as it's simply a waste of resources for a less effective gimmick build.

Regarding your "tanking" Reichsman, I'm guessing that you had a fair share of enough support on the team that a poorly slotted Empathy Defender could have tanked Reichsman with equal effect.

Best of luck on your endeavor, but be aware that the road you travel is a dead end.



Not so sure I'd want to try it without PA but ...
What can one get while keeping PA with a short downtime. Usually high recharge and high defense work together about as well as oil and water mix.

Assuming a Spiritual boost for recharge:
Perma AM, Perma Hasten, PA downtime around 12 seconds.
IW ... more math than I care to do atm but hoping the 3 seconds downtime goes bye bye.
Ranged bit short of cap (39%)
AoE (34%)

Hero Plan by Mids' Hero Designer 1.91

Click this DataLink to open the build!

IllRad high defense (v1.00.i19): Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Blind -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(36), UbrkCons-Dam%(43)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Rchg(37)
Level 2: Spectral Wounds -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(31), Apoc-Dam%(37), Apoc-Dmg(46)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(13), Efficacy-EndMod/Acc(23), Efficacy-EndMod/EndRdx(23)
Level 6: Kick -- Empty(A)
Level 8: Flash -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(9), UbrkCons-Acc/Rchg(9), UbrkCons-EndRdx/Hold(13), UbrkCons-Hold(39)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
Level 14: Enervating Field -- EndRdx-I(A)
Level 16: Radiation Infection -- HO:Enzym(A), HO:Enzym(17), HO:Enzym(17), Achilles-ResDeb%(37)
Level 18: Phantom Army -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(19), BldM'dt-Acc/EndRdx(19), BldM'dt-Acc/Dmg/EndRdx(21), BldM'dt-Acc(34), BldM'dt-Dmg(1)
Level 20: Super Jump -- Zephyr-ResKB(A)
Level 22: Lingering Radiation -- HO:Micro(A), HO:Micro(40), P'ngTtl-Acc/Slow(46)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(25), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(39)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Acc/Fear/Rchg(27), Abys-EndRdx/Fear(27), Abys-Fear/Rng(39), Abys-Dam%(40)
Level 28: Weave -- LkGmblr-Rchg+(A), SW-Def(29), SW-Def/EndRdx(29), SW-Def/EndRdx/Rchg(40)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(36)
Level 32: Phantasm -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 38: Tactics -- HO:Cyto(A), HO:Cyto(46)
Level 41: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(42), CoPers-Acc/Rchg(42), CoPers-Conf/EndRdx(42), CoPers-Conf%(43), CoPers-Conf(43)
Level 44: Indomitable Will -- LkGmblr-Def(A), LkGmblr-Def/Rchg(45), LkGmblr-EndRdx/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45), RechRdx-I(50)
Level 47: Mind Over Body -- GA-ResDam(A), GA-Res/Rech/End(48), GA-End/Res(48), GA-3defTpProc(48), GA-RechEnd(50), GA-RechRes(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(15), P'Shift-End%(15)



Adding to what Briarpatch already pointed out, tanking without PA is next to impossible because Challenge by itself simply won't be enough to hold aggro if your team has any competent damage dealer, or simply an invul/shield scrapper, or any brute or tanker.

Basically, the only situations in which you could reliably tank with Challenge would probably be the same situations where you don't need anyone to tank - 8 buff/debuff/control ATs on team, and everyone with ludicrously high stacked stats.