Illusion Rad critique
Skipping Spectral Terror is a huge mistake in my view. It is arguably the second best power in the Illusion set, and is your main source of AoE control. At the very least, you should give up Mutation or Recall Friend to include Spectral Terror. I would probably give up Mutation.
You have also given up some damage in your build to get the defense. You have underslotted Damage in Spectral Wounds, Phantasm and the PPP pet, and put no damage in Blind.
Here's my suggestion on how you could improve the build. Personally, I don't bother with defense, but here's how it could work.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-EndRdx/Rchg/Hold(17), HO:Nucle(21), Dmg-I(27), BasGaze-Acc/EndRdx/Rchg/Hold(31)
Level 1: Radiant Aura -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(31), Dct'dW-Rchg(37)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), HO:Nucle(7), Decim-Dmg/EndRdx(25), Decim-Acc/EndRdx/Rchg(25), Decim-Build%(27), Decim-Acc/Dmg/Rchg(31)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Superior Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(9), LkGmblr-Rchg+(21), RedFtn-Def(34), RedFtn-EndRdx(34)
Level 10: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(34), CoPers-Conf%(40), CoPers-Conf(50)
Level 12: Radiation Infection -- HO:Enzym(A), HO:Enzym(13), HO:Enzym(13)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Recall Friend -- Winter-ResSlow(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), S'bndAl-Dmg/Rchg(29), S'bndAl-Build%(29), ExRmnt-EndRdx/Dmg/Rchg(36)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 24: Kick -- FrcFbk-Rechg%(A)
Level 26: Spectral Terror -- Abys-Acc/Fear/Rchg(A)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(36), LkGmblr-Def(46), Ksmt-ToHit+(50)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), SvgnRt-Acc/Dmg(46)
Level 35: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(37), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40), RedFtn-EndRdx(43)
Level 38: Flash -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-EndRdx(43), LkGmblr-Rchg+(43)
Level 44: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(45), Decim-Dmg/Rchg(46)
Level 47: Summon Tarantula -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), SvgnRt-Acc/Dmg(50)
Level 49: Group Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(15), Efficacy-EndMod/Acc(15)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1621;767;1534;HEX;| |78DAA554594F5341149EB9B7A5B67405CA52284B0B94AD85468D6B42226282A1588| |1F0C4E2B55CA0496D9BB624FAE68B6F684CD4885BDCF53718FF86461F4CFC050AEA| |B3A96799D26A1FBD69BFAFF3CD3967E62CB789AB679D425C9F14D23B95318AC5B5A| |95CB654C8653266C19A3036D32961134284AB6AC5203693C96C17D3B96C4508D5D8| |9CD9DED888CD1BEB69A38416D357D24534F5CD64B7CC82992DC52A3F1CC91C845AC| |89BE67A13FD5C3433663E572891A38BA473E9CDAD523ABBE9A4D5AC69E461D1359D| |4FA7623547268C9409502C99856BED70E5A3F07D26857ACA56F141132228BC1F993| |E11B59C863D8B2E0241E0B8E8FE4CEA5CD5CD226625EE6809A639A2EE0B44FD49A2| |A780529D22EF034544838ADBBE4BCBF6874481C744DD8F88D05927BFB2A6DFD4309| |2E50ED32DA21054DECA06D23A4A176C607A09AA8D77AC36075DE29093C945D4E227| |EA733379889E03DAD53DED2B74846395698DA8EF1251C4208A2F1361AA8DECA5351| |EE3B49CFF70186EEA621BE1FA426E03207994E4E9D4517A0D917CEA7CDF1E5935ED| |33FD24EA9A649A220AFF225A00AF6615A83940E95F04C9CF92F4F791D4CAA4C1A96| |DCAB8ED06F9BF01E30E25757CA542E860D5C9E5139D6D125BDE0A5290254B908B17| |F632F988A22D44F1DF02CDDFC2A2474D480FA7D2CBA9F4FE60E28CA2FB742D0B440| |FA97E85387A3FB7AD9FDB16E1B645B85F23DCAF1780037C883EC0633BC8433CC8D3| |3BC8E37A0F8A3AA4A20F71D8610E3BCC6187FF0A3BC217B80B5EA32A85519EDA319| |ED6319ED6311ED3E803A25D308F29F318673CCE198F73C6E39C719C337E05674CA8| |124FF0815D9683B70A3EF08859549491D0C93D6939789784E4610F56FDFEEB79E7A| |CC4B1CF3B00171192084B08CB082B08AB0806C265841442F9FD81B7E7385EE804C2| |498453087E2FC00E5ADAF06569447022B810DC081E042F42334200E10942D90ECEB| |ACAF01BC490AA26324A05F85E2B0D91B45795A45CA2F2B69E97D8A7FDEA8E2677A8| |A66EFE7371DF269AA86BC3489D12AF538ED42987EB946AA9FF0004483347| |-------------------------------------------------------------------|
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 like a lot of what you did, but one thing to consider is that I play mostly 50+ content and have the dmg\def debuff alpha, so all those powers with 'only' ~70% dmg enhancement are actually quite close to 100%, also, because of all the teaming i do I can't bring myself to drop recall or mutation. If you don't mind I'd really appreciate you taking a look at my revised build:
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Blind
- (A) Basilisk's Gaze - Accuracy/Hold
- (17) Basilisk's Gaze - Accuracy/Recharge
- (17) Basilisk's Gaze - Endurance/Recharge/Hold
- (21) Thunderstrike - Accuracy/Damage
- (31) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Doctored Wounds - Endurance/Recharge
- (3) Doctored Wounds - Heal/Recharge
- (3) Doctored Wounds - Heal/Endurance/Recharge
- (31) Doctored Wounds - Heal
- (37) Doctored Wounds - Recharge
- (A) Decimation - Accuracy/Damage
- (7) Decimation - Accuracy/Damage/Recharge
- (25) Decimation - Damage/Endurance
- (25) Decimation - Accuracy/Endurance/Recharge
- (27) Decimation - Chance of Build Up
- (A) Efficacy Adaptor - EndMod/Recharge
- (5) Efficacy Adaptor - EndMod
- (5) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (A) Red Fortune - Defense/Endurance
- (9) Red Fortune - Endurance/Recharge
- (9) Red Fortune - Defense/Endurance/Recharge
- (21) Luck of the Gambler - Recharge Speed
- (34) Red Fortune - Defense
- (34) Red Fortune - Endurance
- (A) Coercive Persuasion - Confused/Recharge
- (11) Coercive Persuasion - Accuracy/Confused/Recharge
- (11) Coercive Persuasion - Accuracy/Recharge
- (34) Coercive Persuasion - Confused/Endurance
- (40) Coercive Persuasion - Contagious Confusion
- (50) Coercive Persuasion - Confused
- (A) HamiO:Enzyme Exposure
- (13) HamiO:Enzyme Exposure
- (13) HamiO:Enzyme Exposure
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Recharge Reduction IO
- (A) Expedient Reinforcement - Accuracy/Recharge
- (19) Expedient Reinforcement - Accuracy/Damage
- (19) Expedient Reinforcement - Accuracy/Damage/Recharge
- (29) Soulbound Allegiance - Accuracy/Damage/Recharge
- (29) Soulbound Allegiance - Chance for Build Up
- (36) Expedient Reinforcement - Endurance/Damage/Recharge
- (A) Accuracy IO
- (A) Endurance Reduction IO
- (23) Endurance Reduction IO
- (A) Kinetic Crash - Damage/Knockback
- (27) Kinetic Crash - Accuracy/Knockback
- (39) Kinetic Crash - Recharge/Knockback
- (39) Kinetic Crash - Recharge/Endurance
- (39) Kinetic Crash - Damage/Endurance/Knockback
- (50) Kinetic Crash - Accuracy/Damage/Knockback
- (A) Nightmare - Accuracy/Recharge
- (31) Nightmare - Accuracy/Fear/Recharge
- (46) Nightmare - Accuracy/Endurance
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Defense/Recharge
- (46) Luck of the Gambler - Defense
- (50) Kismet - Accuracy +6%
- (A) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Damage/Endurance
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (37) Red Fortune - Defense/Endurance
- (37) Red Fortune - Endurance/Recharge
- (40) Red Fortune - Defense/Endurance/Recharge
- (40) Red Fortune - Defense
- (43) Red Fortune - Endurance
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Red Fortune - Defense/Endurance
- (42) Red Fortune - Endurance/Recharge
- (42) Red Fortune - Defense/Endurance/Recharge
- (42) Red Fortune - Defense
- (43) Red Fortune - Endurance
- (43) Luck of the Gambler - Recharge Speed
- (A) Decimation - Accuracy/Damage
- (45) Decimation - Damage/Endurance
- (45) Decimation - Accuracy/Endurance/Recharge
- (45) Decimation - Accuracy/Damage/Recharge
- (46) Decimation - Damage/Recharge
- (A) Expedient Reinforcement - Accuracy/Recharge
- (48) Expedient Reinforcement - Accuracy/Damage
- (48) Expedient Reinforcement - Damage/Endurance
- (48) Expedient Reinforcement - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl
- (A) Empty
- (A) Unbounded Leap - +Stealth
- (A) Recharge Reduction IO
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (23) Miracle - +Recovery
- (A) Efficacy Adaptor - EndMod
- (15) Efficacy Adaptor - EndMod/Recharge
- (15) Efficacy Adaptor - EndMod/Accuracy
Set Bonus Totals:
- 19% DamageBuff(Smashing)
- 19% DamageBuff(Lethal)
- 19% DamageBuff(Fire)
- 19% DamageBuff(Cold)
- 19% DamageBuff(Energy)
- 19% DamageBuff(Negative)
- 19% DamageBuff(Toxic)
- 19% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 9.875% Defense(Energy)
- 9.875% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 10.19% Defense(Ranged)
- 3% Defense(AoE)
- 4.5% Max End
- 9% Enhancement(Accuracy)
- 1.65% Enhancement(Terrorized)
- 4% Enhancement(Heal)
- 113.75% Enhancement(RechargeTime)
- 4% Enhancement(Confused)
- 57.23 HP (5.627%) HitPoints
- Knockback (Mag -7)
- Knockup (Mag -7)
- MezResist(Confused) 7.5%
- MezResist(Held) 7.5%
- MezResist(Immobilize) 19.6%
- MezResist(Sleep) 7.5%
- MezResist(Stun) 7.5%
- MezResist(Terrorized) 9.7%
- 9% (0.15 End/sec) Recovery
- 32% (1.359 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.5% Resistance(Smashing)
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 3% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1619;763;1526;HEX;| |78DAA594594F534114C7677A5B6A4B57A02C85B2B460590B8D1AB7078D8809A6C50| |A842716AFE5024D6ADBB42571D70F80C6078DB810356E9FC1F8352468E25750509F| |4D3DCB9456FBE84DFBFFDD39F79C3373CECCBDF1AB671D42DC3D25A4673CAD170A4| |BE3D94C319F4DA78DBC25AEAFA692C22A840855AC6587C8643ABD5E4865336543B0| |CAE7CCFACA4A645A5F4EE945F498B8922AA0AB7732B366E48D4C3152BEB127B2906| |A266718CB4EBA3D975A5D2BA632AB0E1AC50C3D0783061ACC1A692397CD172967C7| |442E958C544D19D7930648A168E4AFB5C2928FC0FFA514EA2A99C527931001E1D96| |6EC109AB6E05954747EA6D154B57B4CE213539C3145E8BC40E84D105E804AE52E1F| |03C2A2EE19A17593F194E07F4EC0208DFC4B26ED9E0933983718F70941E8B4851DA| |465881656C7780D562B3FB158ED34F90107C34968F2117A5C0C37E115A88DD767B1| |2DD014F645C612A1E71221AC13A2F3042CB19EA34CF54701664D38FE610856EA641| |FE1FC4A61D310E6562637AFFA2D98BC6A7EEF2E7935EC317E123A4E33C609A15F84| |19886A54891AFD94E822987C6C92BE1E3235334CB090163545CB758AF7DF201CBCC| |9B8C5B8CD25DE21BC837C6DAAC4B66DDED92F84911D820669DBB9DFA2BD45E2D968| |0653804DE600773BE4617839B48910FD2DD0FD3D0CBA780AAD8B6BEFE6DABB7F30B| |80566481B543B1BE4B4BDBCC1BDBCC161DEE030EFEC20EF6C1F44F5A91EF5B56B68| |7A049DEE5789FA39C3006718E00C037F6518E4B91E42D4903AC2437C8487F9EC0EF| |3D91DE6033DF284B009EE11555584AB1AE5AA46B9AA51AEEA0D241F53FD1BE3993A| |CCFBEF16FCE01231B42827A1515CC2BCFF4609C987285089FBAFEB83A39CC7366D0| |79D4549A0CCA1CCA32CA02CA2E82897519228A58FFBD1EE63B8A0E32827504EA2F8| |3C201BE869C557A71EC581E24471A1B8513C288D287E942D94920D823555E137C82| |1554FE40835E07BB5A99F4CBB15939473D4DEE6F3123768AFF2C424F9E3E2E24F8D| |EB0161AC661B066B2CD11ACBE11ACBA11A4BA5D57F00C86232A0| |-------------------------------------------------------------------|
Well, now you are giving up Flash, so you don't have EITHER of the PB AoE Holds. I have both and feel that having both makes both of them more valuable. (My Ill/Rad guide explains why.) Those two powers are important control powers for large groups, and can work as great "panic button" powers when needed. I would agree that Spectral Terror is more important than Flash, but not Mutation or even Recall Friend. You are, after all, a "controller." Granted, that is my opinion and others might not agree.
Don't get me wrong -- I like having Mutation. I added it back into my build with I-19. But there are so many options for Rez in today's game (Inspiration combining, Day job, temp power from bank missions and more people having rez powers due to I-19) that a specific rez power is needed less.
Of course, you play your character with your own style. If I had known that you were using the Musc Boost, then the focus on Damage would have been less.
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
You should also keep in mind that, while your s/l def seems to be capped, its really only at about 40%. Both the invis powers show up in the total at twice what they really are because once you attack you loose half the defense of the invis powers. The true defense for the power is show in the power details box. It can make it a bit tricky to calculate correctly.
Actually Fritz, being worried about that I checked the details on both invis's def in Mids and its only showing the supressed def, not the pre-suppression def in the end totals, so it should really be softcapped. I've tweaked the build a bit since my last build post but I'm at work so I can't pull it out of Mids to share right now; but I'll be doing it tonight, just finished the first arc of Scirocco's last night so I can actually get it done now, fortunately I found a way to do pretty much the same thing as my latest build but get the overall acc of all my powers to at least ~150% for most and some as high as ~180% while maintaining everything else I wanted.
I was going to boast about my build ... but now? Nope. But here it is anyways. After viweing your builds all (especially Local Man's build) mine might be way more squishy ... too squishy (altho I haven't created one yet). Ima put my ill/therm from another "post" on Hibernate for now because I realize the ill/rad is exactly the build, (Old Shcool AT) I wanna make ... will have soon.
Local Man? I haven't found your post but now as the cognac slowly eases in, my smarts kicks in as well. Duuuhhhhhhhh Me, I should have clicked your name (for I am a forum noob) to have NOT found your post on this matter.
Controlling is by far devasting, it rips Blasters apart ... but yet, Blasters have a "key" of being that makes them so well desried to play because of IMEDDIATE damage as well but two entirely different AT's. Controlling is by far much more complicated. Some may have an idea but don't know it truely yet. You cannot wish to play a Blaster in a Controller's build, it most definitely defeat the purpose to be a Blaster when so much damage is done when you are controlling the situation which is by far better for me. With a Controller or playing it at the least requires patience, an eye to see and recognise the detail of threats and types (to you) within that ... that are most threatening from which you can control also.
To get back to the point here is my build on an ill/therm build which does not come by far close to Local Man's build. Ima post it anyway for critque.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Goonus : Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Spectral Wounds
- (A) Damage/Recharge
- (13) Accuracy/Damage/Recharge
- (15) Accuracy/Recharge
- (15) Damage/Endurance
- (25) Chance of Damage(Negative)
- (A) Heal/Endurance
- (43) Endurance/Recharge
- (46) Heal/Recharge
- (46) Heal/Endurance/Recharge
- (50) Heal
- (A) Chance for Res Debuff
- (3) Chance for Negative Damage
- (3) Defense Debuff/Endurance
- (40) Defense Debuff/Recharge/Endurance
- (43) Defense Debuff/Endurance
- (A) EndMod
- (5) EndMod/Recharge
- (5) EndMod/Accuracy/Recharge
- (7) Accuracy/Recharge
- (7) EndMod/Accuracy
- (40) EndMod/Endurance
- (A) Defense/Endurance
- (21) Endurance/Recharge
- (25) Defense/Endurance/Recharge
- (43) Recharge Speed
- (A) Defense/Endurance
- (9) Endurance/Recharge
- (9) Defense/Endurance/Recharge
- (13) Recharge Speed
- (50) Knockback Protection
- (A) Endurance Reduction IO
- (11) Endurance Reduction IO
- (A) Endurance Reduction IO
- (A) HamiO:Microfilament Exposure
- (50) HamiO:Microfilament Exposure
- (A) Confused/Recharge
- (17) Accuracy/Confused/Recharge
- (17) Accuracy/Recharge
- (37) Confused/Endurance
- (40) Contagious Confusion
- (A) Accuracy/Recharge
- (19) Accuracy/Damage
- (19) Damage/Endurance
- (21) Accuracy/Damage/Recharge
- (37) Resistance Bonus
- (A) Recharge Speed
- (48) Accuracy +6%
- (A) Accuracy/Slow
- (23) Damage/Slow
- (23) Accuracy/Endurance
- (34) Endurance/Recharge/Slow
- (37) Accuracy/Damage/Slow
- (A) Accuracy IO
- (A) Endurance/Fear
- (27) Accuracy/Endurance
- (27) Fear/Range
- (29) Accuracy/Fear/Recharge
- (29) Chance of Damage(Psionic)
- (A) Range IO
- (A) Recharge Speed
- (31) Knockback Protection
- (A) Accuracy/Recharge
- (33) Accuracy/Damage
- (33) Damage/Endurance
- (33) Accuracy/Damage/Recharge
- (34) Endurance/Damage/Recharge
- (34) Resist Bonus Aura for Pets
- (A) Hold/Recharge
- (36) Accuracy/Hold/Recharge
- (36) Accuracy/Recharge
- (36) Endurance/Hold
- (48) Chance for Smashing Damage
- (A) Accuracy/Hold
- (39) Accuracy/Recharge
- (39) Recharge/Hold
- (39) Chance for Recharge Slow
- (A) Accuracy/Defense Debuff
- (42) Chance for +ToHit
- (42) Accuracy/Damage
- (42) Accuracy/Damage
- (A) Defense/Endurance
- (45) Defense/Endurance/Recharge
- (45) Endurance/Recharge
- (45) Recharge Speed
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) HamiO:Microfilament Exposure
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift
- (A) Empty
- (A) Empty
- (A) +Regeneration/+Recovery
- (11) +Recovery
- (A) EndMod
- (31) EndMod/Recharge
- (31) EndMod/Accuracy
- (46) Chance for +End
Set Bonus Totals:
- 16.5% DamageBuff(Smashing)
- 16.5% DamageBuff(Lethal)
- 16.5% DamageBuff(Fire)
- 16.5% DamageBuff(Cold)
- 16.5% DamageBuff(Energy)
- 16.5% DamageBuff(Negative)
- 16.5% DamageBuff(Toxic)
- 16.5% DamageBuff(Psionic)
- 4.063% Defense(Energy)
- 4.063% Defense(Negative)
- 4.375% Defense(Ranged)
- 0.9% Max End
- 2.75% Enhancement(Terrorized)
- 1.5% Enhancement(JumpHeight)
- 1.5% Enhancement(RunSpeed)
- 4% Enhancement(Confused)
- 1.5% Enhancement(JumpSpeed)
- 51% Enhancement(Accuracy)
- 1.5% Enhancement(FlySpeed)
- 4% Enhancement(Heal)
- 107.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 129.71 HP (12.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 5%
- MezResist(Held) 5%
- MezResist(Immobilize) 5%
- MezResist(Sleep) 5%
- MezResist(Stun) 5%
- MezResist(Terrorized) 7.2%
- 18% (0.301 End/sec) Recovery
- 66% (2.802 HP/sec) Regeneration
- 20% Resistance(Smashing)
- 20% Resistance(Lethal)
- 23.78% Resistance(Fire)
- 23.78% Resistance(Cold)
- 20% Resistance(Energy)
- 20% Resistance(Negative)
- 20% Resistance(Toxic)
- 20% Resistance(Psionic)
- 5% RunSpeed
Set Bonuses:
Apocalypse
(Spectral Wounds)
- 16% (0.679 HP/sec) Regeneration
- 30.52 HP (3.001%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Radiant Aura)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Radiation Infection)
- 15.26 HP (1.501%) HitPoints
- 2.5% (0.042 End/sec) Recovery
(Accelerate Metabolism)
- 11.45 HP (1.125%) HitPoints
- 1.5% (0.025 End/sec) Recovery
- 10% (0.425 HP/sec) Regeneration
- 2.5% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Hover)
- 10% (0.425 HP/sec) Regeneration
- 11.45 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Superior Invisibility)
- 10% (0.425 HP/sec) Regeneration
- 11.45 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Superior Invisibility)
- Knockback,Knockup protection (Mag 4)
(Deceive)
- 4% (0.067 End/sec) Recovery
- 4% Enhancement(Confused)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Phantom Army)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Phantom Army)
- 10% Resistance(All)
(Maneuvers)
- 7.5% Enhancement(RechargeTime)
(Lingering Radiation)
- 1.5% (0.025 End/sec) Recovery
- 1.5% Enhancement(Slow)
- 0.9% Max End
- 3.75% Enhancement(RechargeTime)
(Spectral Terror)
- 2.75% Enhancement(Terrorized)
- 19.08 HP (1.876%) HitPoints
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Vengeance)
- 7.5% Enhancement(RechargeTime)
(Vengeance)
- Knockback,Knockup protection (Mag 4)
(Phantasm)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 10% (0.425 HP/sec) Regeneration
- 3.125% Defense(Ranged), 1.563% Defense(Energy), 1.563% Defense(Negative)
- 10% Resistance(All)
(Flash)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(EM Pulse)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.033 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Poisonous Ray)
- 10% (0.425 HP/sec) Regeneration
(Scorpion Shield)
- 10% (0.425 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
- 11.45 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.08 HP (1.876%) HitPoints
- 2.5% (0.042 End/sec) Recovery
Local Man! I'm not going to boast against you but simply just saying when the numbers of magnitude of mez cast (due to i.o. enahncers ehancement) are measured by the powers of mezzing duration from the caster (me) vs, Def and/or Res cap should def cap matters?
Or ... does it take skill/experience of such of a controller type to realise and understand these circimsyances whereas softcapping really makes a difference.
Now that being said, you have put in efforts into your build/s (ill/rad I have seen only) to soft cap def but my question is ... if a contoller is contolling supremely or at his/her master skill should these def caps matter?
Local Man! I'm not going to boast against you but simply just saying when the numbers of magnitude of mez cast (due to i.o. enahncers ehancement) are measured by the powers of mezzing duration from the caster (me) vs, Def and/or Res cap should def cap matters?
Or ... does it take skill/experience of such of a controller type to realise and understand these circimsyances whereas softcapping really makes a difference. Now that being said, you have put in efforts into your build/s (ill/rad I have seen only) to soft cap def but my question is ... if a contoller is contolling supremely or at his/her master skill should these def caps matter? |
And my response is . . . it depends. Thankfully, this game is not all about cookie cutter builds or it would get boring. Yes, it would be nice to have every character have soft-capped defenses to everything. Yes, you can soft-cap a Controller to some types or positions of Defense. The question is whether it is worth what you have to give up to get there. Maneuvers is one power pick. Weave takes three power picks.
I have said this several times: I am not a fan of getting high defense on controllers at the expense of control or team-friendly debuff, buff or other convenience powers. It seems that the Forums have build after build of "softcapped" controllers. I have certainly given advice on my suggestions to improve such builds, but my controllers will often have the shield from the APP set and that's all.
On a team-oriented controller, I feel his (or her) focus should be on providing maximum benefit to the team. That mostly means providing as much control, buffing and debuffing as possible, and having situational powers that can provide benefits at the right time. I rely upon teammates like Tanks and Scrappers to take the aggro. I rely on teammates like Blasters and Defenders to kill foes before they can do a bunch of damage to me. I don't mind having an occasional faceplant as long as I have helped the team move along faster and saved others from faceplanting.
I was on an ITF last night with my level 43 (now 44) Earth/Storm. I normally play Earth Controllers at range, doing what I can to avoid aggro because the AoE controls draw a lot of aggro. However, I was playing her a little bit more aggressive than I usually do because a buddy of mine was playing his Kin/Rad, and he's a really good Kin/Rad . . . I knew that if I was in melee, he would be sending out heals on a regular basis. Another buddy of mine was main tank, and the team had 2 tanks and a Brute, so I figured they would be pulling most of the aggro. As a result, I spent time in Hurricane, throwing out my AoE Controls, debuffs and damage powers and overall had a great time . . . even though I faceplanted about 4 times (which is a lot for me). We didn't exactly rush and got the entire thing done in just a few seconds over 1 hour. I added a lot to that. I'm glad I did not give up powers like Snow Storm and O2-Boost or Thunderclap to fit in three Fighting powers.
There are several ways to play controllers. High Defense builds can play more aggressively and gain personal survival at the expense of fewer powers to use and less benefit to the team. Personally, I tend to play my controllers cautiously, avoiding aggro as much as possible and rarely dying. I don't need high defense because of the way I play, but I have lots of tools in the toolchest. I like to have some situational powers that others might skip. My Fire Controllers have Bonfire for those occasional times when it is the right tool for the job (like the Recluse Buffing Towers in the STF). Most of my Stormies have O2 Boost for helping teammates.
My personal Illusion/Rad only has the Fire Resistance Shield, and it only has the base slot with an Resist IO. I might be able to free up one more slot for it was some creative slotting. I don't rely upon Defense. Instead, I use my control powers to avoid aggro. I use Deceive a lot, especially before the fight begins. Phantom Army draw the aggro, and I am cautious to avoid over-aggro. Solo, I tend to go somewhat slow because I prefer to spend a little bit of extra time to avoid taking damage -- I typically go through Tip Missions solo without being hit a single time.
If you got the idea from some of my recent posts that I encourage high defense builds, that's not accurate. I was just responding to several builds posted that were defense builds. I find it more of a challenge to forego the Defense and try to benefit the team more.
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 can see the merits of a soft capped def controller with certain sets, like ice or fire. Given the close proximity to targets. A Fire/kin, for example, probably should look into personal defenses given his very close distance to the targets (hot feet and kin powers needing to be very close to be used effectively). However many controllers, especially Illusion, can be played with minimal personal risk. While throwing out team buffs/debuffs and your controls you can eliminate personal risk easily with single target holds/confuses. My personal Ill/Rad build doesnt have any personal defenses or shields at all. And while I may faceplant after the occasional boneheaded mistake, my very quick recharging self rez Rise of the Phoenix takes care of that quite well. Taking up 3 power picks for weave seems a bit much for a toon that won't be at risk nearly as much as the scrapper or tank. Thats just my take on it. I solo very well (tho mostly due to the fact that I've already deceived the entire spawn before the fight started) and team even better. There is so much tasty goodness in both your primary and secondary as a controller that taking 3 to 4 (4 being the APP shield) powers for personal risk mitigation seems a shame. Again, that's for controllers who can stay safely out of the hotbed that is the melee range, like illusion, mind, plant (to a certain extent), grav, etc. I have different feelings on defense for fire and ice.
I just wanted to share my experience with my new build for anyone interested in how the Mace PPP can be on an Ill Rad. I went from a perma PA build with the Fire APP where I used Fire Blast, Fire Ball, and the Rez to a Perma PA build using the Mace PPP and choosing the Shield, Poison Ray, and the Toxic Tarantula and my new build has nearly softcap def to smashing, lethal and energy (around 42%, I lost more defence than I suspected due to invis suppresion) and I have around 25% def minimum to everything else including melee and aoe with 35% ranged. Now, as a preface, I mostly use my Ill rad on shard TFs, since I just got her to full villian that means LRSF, BSF, LGTF, ITF, Apex, and Tin; though I will be getting her at least to Rouge so I can do the STF again eventually. I used her to go through the last 2 parts of Scirocco's patron right after I unlocked PPP access and fought all the AVs solo except Recluse; I found that I was able to take down AVs faster than before, but the 2 sec cast time on poison ray was a little frustrating, also, my attack chain changed to Blind, SW, PR, Blind, SW, Blind, SW, PR... so its not quite fast enough recharging to maintain the Blind, SW, Fire blast, fire ball, blind, SW, fire blast chain I had going before. The toxic damage from my new pet was very noticable and I was able to keep him out perma, but against AVs he seemed sometimes to manage to avoid aggro and be fine and other times he'd barely get off a shot and get one shot - so he was very nice while he stayed alive, but he died fast about a third of the time. I only did LR with a team because it was fun to push him up to 54 and I was unable to solo him at that level, I'm sure I could have taken him at 50 like every other AV in the arc.
The only other thing I did with my Ill Rad last night was an Apex and Tin, and they are much of the reason for the build in the first place what with the huge amount of energy and smashing and lethal damage that comes in. In Apex I had mixed feelings; due to all the def I had I think I only managed to die once, and that was against the hydras in the first room and it was because a Rikti drone saw me; I didn't need my heal nearly as often in the first mish as I used too, but I also had no AOE damage outside PA, I really missed fireball, on the other hand, I soloed two walkers on my own while the team was dealing with the other 3 or 4 in the last wave of the mish. Where I really saw a difference was the Battle Maiden fight; I rarely died from blue fire before and obviously my defense wouldn't help with that now, but what I died from all the time was the swarms of swords and warriors, PA and invis just don't seem to counter ambushes that target you directly, with my near capped smashing and lethal def I barely got hit by anything the whole time and was the only member of my team not to die, it was quite gratifying.
TLDR; my fire APP is fun, fast, and has an AOE and Rez, Mace PPP is a little slower but lets you solo AVs faster and be safer against many mobs, especially in Apex.
Thanks for sharing that, Blade. I've been tormenting myself over that decision for mace PPP for a long while now and the only reason I havent gone and tried it yet is cuz I still have a ton of hero merits I need to burn before I switch alignments and it wont let me spend them all at once haha. . So it has delayed my going villain for at least another week or so since I have quite a few saved up. (You do lose them if you go villain or even vigilante right? The hero merits?) Anyway. I really appreciate you posting your experience with the Mace PPP on an illusion controller. I have the same APP you had with the exact same power picks so it was a great piece of perspective for me.
Uh, I can't quite decipher what you are asking. I'll take a rough guess that you are asking the need for Defense and/or Resistance for Controllers.
And my response is . . . it depends. Thankfully, this game is not all about cookie cutter builds or it would get boring. Yes, it would be nice to have every character have soft-capped defenses to everything. Yes, you can soft-cap a Controller to some types or positions of Defense. The question is whether it is worth what you have to give up to get there. Maneuvers is one power pick. Weave takes three power picks. I have said this several times: I am not a fan of getting high defense on controllers at the expense of control or team-friendly debuff, buff or other convenience powers. It seems that the Forums have build after build of "softcapped" controllers. I have certainly given advice on my suggestions to improve such builds, but my controllers will often have the shield from the APP set and that's all. On a team-oriented controller, I feel his (or her) focus should be on providing maximum benefit to the team. That mostly means providing as much control, buffing and debuffing as possible, and having situational powers that can provide benefits at the right time. I rely upon teammates like Tanks and Scrappers to take the aggro. I rely on teammates like Blasters and Defenders to kill foes before they can do a bunch of damage to me. I don't mind having an occasional faceplant as long as I have helped the team move along faster and saved others from faceplanting. I was on an ITF last night with my level 43 (now 44) Earth/Storm. I normally play Earth Controllers at range, doing what I can to avoid aggro because the AoE controls draw a lot of aggro. However, I was playing her a little bit more aggressive than I usually do because a buddy of mine was playing his Kin/Rad, and he's a really good Kin/Rad . . . I knew that if I was in melee, he would be sending out heals on a regular basis. Another buddy of mine was main tank, and the team had 2 tanks and a Brute, so I figured they would be pulling most of the aggro. As a result, I spent time in Hurricane, throwing out my AoE Controls, debuffs and damage powers and overall had a great time . . . even though I faceplanted about 4 times (which is a lot for me). We didn't exactly rush and got the entire thing done in just a few seconds over 1 hour. I added a lot to that. I'm glad I did not give up powers like Snow Storm and O2-Boost or Thunderclap to fit in three Fighting powers. There are several ways to play controllers. High Defense builds can play more aggressively and gain personal survival at the expense of fewer powers to use and less benefit to the team. Personally, I tend to play my controllers cautiously, avoiding aggro as much as possible and rarely dying. I don't need high defense because of the way I play, but I have lots of tools in the toolchest. I like to have some situational powers that others might skip. My Fire Controllers have Bonfire for those occasional times when it is the right tool for the job (like the Recluse Buffing Towers in the STF). Most of my Stormies have O2 Boost for helping teammates. My personal Illusion/Rad only has the Fire Resistance Shield, and it only has the base slot with an Resist IO. I might be able to free up one more slot for it was some creative slotting. I don't rely upon Defense. Instead, I use my control powers to avoid aggro. I use Deceive a lot, especially before the fight begins. Phantom Army draw the aggro, and I am cautious to avoid over-aggro. Solo, I tend to go somewhat slow because I prefer to spend a little bit of extra time to avoid taking damage -- I typically go through Tip Missions solo without being hit a single time. If you got the idea from some of my recent posts that I encourage high defense builds, that's not accurate. I was just responding to several builds posted that were defense builds. I find it more of a challenge to forego the Defense and try to benefit the team more. |
What I meant to say was after looking at your build you have posted here. I see it is a very impressive build, impressive def and recharge. I think what I was trying to ask was does it matter to have such defense for a controller? But now I understand of what you have said. It depends on the playstyle of the controller. Rather its a solo style or team support. I see now that if you are solo'ing alot then the Def softcap is a must or at least should have.
Now, [COUGH] xcuse me there. I would like to build and make a solo ill/rad troller. Your build is just that but I don't have access the villain's PPP epeics yet ...
Thanks Local Man, your imputs on these matters in anycase is very well indeed appreciated as well as others too. Thanks all.
Okay, here's what I have thus far for a solo build (particular for GM's & AV's).
Any input is well appreciated.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Goonus Kahn: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(40), Decim-Dmg/Rchg:40(40), Decim-Acc/EndRdx/Rchg:40(40), Decim-Build%:40(43)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(15), Dct'dW-Heal/Rchg:50(39), Dct'dW-Heal/EndRdx/Rchg:50(39), Dct'dW-Heal:50(39)
Level 2: Deceive -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(11), CoPers-Acc/Conf/Rchg:50(11), CoPers-Acc/Rchg:50(13), CoPers-Conf/EndRdx:50(13), CoPers-Conf%:50(15)
Level 4: Accelerate Metabolism -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(23), Efficacy-EndMod/Acc/Rchg:50(23), Efficacy-Acc/Rchg:50(25), Efficacy-EndMod/Acc:50(31), Efficacy-EndMod/EndRdx:50(43)
Level 6: Hover -- RedFtn-Def/EndRdx:50(A), RedFtn-EndRdx/Rchg:50(7), RedFtn-Def/EndRdx/Rchg:50(7), RedFtn-Def:50(9), RedFtn-EndRdx:50(9), LkGmblr-Rchg+:50(31)
Level 8: Superior Invisibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-EndRdx/Rchg:50(46), LkGmblr-Def/EndRdx/Rchg:50(50), LkGmblr-Rchg+:50(50)
Level 10: Enervating Field -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 14: Fly -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(37)
Level 16: Blind -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(17), BasGaze-EndRdx/Rchg/Hold:30(17), BasGaze-Acc/EndRdx/Rchg/Hold:30(34), Lock-Acc/Hold:50(34)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(19), ExRmnt-Dmg/EndRdx:50(19), ExRmnt-Acc/Dmg/Rchg:50(27), SvgnRt-PetResDam:50(31)
Level 20: Flash -- UbrkCons-Hold/Rchg:50(A), UbrkCons-Acc/Hold/Rchg:50(21), UbrkCons-Acc/Rchg:50(21), UbrkCons-EndRdx/Hold:50(25), UbrkCons-Dam%:50(27)
Level 22: Kick -- Empty(A)
Level 24: Tough -- S'fstPrt-ResKB:30(A)
Level 26: Spectral Terror -- Abys-Acc/EndRdx:50(A)
Level 28: Radiation Infection -- LdyGrey-DefDeb:21(A), UndDef-DefDeb/EndRdx:50(29), LdyGrey-DefDeb/EndRdx:50(29), DarkWD-ToHitDeb/EndRdx:50(48)
Level 30: Lingering Radiation -- HO:Endo(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-+Res(Pets):50(34)
Level 35: Weave -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(36), RedFtn-EndRdx/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def:50(37), RedFtn-EndRdx:50(37)
Level 38: Super Speed -- Zephyr-Travel/EndRdx:50(A)
Level 41: Fire Blast -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(42), Apoc-Acc/Rchg:50(42), Apoc-Dmg/EndRdx:50(42), Apoc-Dam%:50(43)
Level 44: Rise of the Phoenix -- Amaze-Stun/Rchg:50(A), Amaze-Acc/Stun/Rchg:50(45), Amaze-Acc/Rchg:50(45), Amaze-EndRdx/Stun:50(45), Amaze-ToHitDeb%:50(46)
Level 47: Fire Shield -- Aegis-ResDam/EndRdx:50(A), TtmC'tng-ResDam/EndRdx:50(48), ImpArm-ResDam/EndRdx:40(48)
Level 49: Group Invisibility -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(5)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(3), P'Shift-EndMod/Acc:50(3), P'Shift-End%:50(5)
------------
Set Bonus Totals:
- 20.5% DamageBuff(Smashing)
- 20.5% DamageBuff(Lethal)
- 20.5% DamageBuff(Fire)
- 20.5% DamageBuff(Cold)
- 20.5% DamageBuff(Energy)
- 20.5% DamageBuff(Negative)
- 20.5% DamageBuff(Toxic)
- 20.5% DamageBuff(Psionic)
- 5.625% Defense(Energy)
- 5.625% Defense(Negative)
- 7.5% Defense(Ranged)
- 2.25% Max End
- 39% Enhancement(Accuracy)
- 4% Enhancement(Confused)
- 116.25% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 99.19 HP (9.753%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 5%
- MezResist(Held) 5%
- MezResist(Immobilize) 12.15%
- MezResist(Sleep) 5%
- MezResist(Stun) 5%
- MezResist(Terrorized) 7.2%
- 18% (0.301 End/sec) Recovery
- 46% (1.953 HP/sec) Regeneration
- 20% Resistance(Smashing)
- 20% Resistance(Lethal)
- 28.82% Resistance(Fire)
- 28.82% Resistance(Cold)
- 20% Resistance(Energy)
- 20% Resistance(Negative)
- 20% Resistance(Toxic)
- 20% Resistance(Psionic)
- 5% RunSpeed
Set Bonuses:
Decimation
(Spectral Wounds)
- MezResist(Immobilize) 2.75%
- 11.45 HP (1.125%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Radiant Aura)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Deceive)
- 4% (0.067 End/sec) Recovery
- 4% Enhancement(Confused)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
- 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
(Accelerate Metabolism)
- 11.45 HP (1.125%) HitPoints
- 1.5% (0.025 End/sec) Recovery
- 10% (0.425 HP/sec) Regeneration
- 2.5% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Hover)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Hover)
- 7.5% Enhancement(RechargeTime)
(Superior Invisibility)
- 10% (0.425 HP/sec) Regeneration
- 11.45 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Fly)
- 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
- Knockback,Knockup protection (Mag 4)
(Blind)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.033 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Phantom Army)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Phantom Army)
- 10% Resistance(All)
(Flash)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Tough)
- Knockback,Knockup protection (Mag 4)
(Radiation Infection)
- 15.26 HP (1.501%) HitPoints
(Phantasm)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 10% (0.425 HP/sec) Regeneration
- 10% Resistance(All)
(Weave)
- 7.5% Enhancement(RechargeTime)
(Weave)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Fire Blast)
- 16% (0.679 HP/sec) Regeneration
- 30.52 HP (3.001%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Rise of the Phoenix)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Group Invisibility)
- 7.5% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.08 HP (1.876%) HitPoints
- 2.5% (0.042 End/sec) Recovery
I posted the same question a little while back to my hero Local_Man, and he came back with a build that I really cant possibly think of improving on for Ill/Rad/Fire solo build. I'll just quote that cuz he is the man.
I took a quick look at your build and have some suggested changes for the slotting. I think this will be more effective, with more damage and better Recovery and Regen. I added some Hami-Os, but you could use Acc/Dam set IOs if you have to. I also added a few somewhat expensive procs, but you can get those with Alignment Merits.
Hero Plan by Mids' Hero Designer 1.91 http://www.cohplanner.com/ Click this DataLink to open the build! Griff Wonder: Level 50 Magic Controller Primary Power Set: Illusion Control Secondary Power Set: Radiation Emission Power Pool: Flight Power Pool: Speed Power Pool: Teleportation Power Pool: Leaping Ancillary Pool: Fire Mastery Hero Profile: Level 1: Blind -- HO:Nucle(A), BasGaze-Acc/Hold(3), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(5), Dmg-I(50) Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9) Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(13), HO:Nucle(25) Level 4: Radiation Infection -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(15), DarkWD-ToHitDeb(15), DarkWD-Rchg/EndRdx(31) Level 6: Deceive -- CoPers-Acc/Rchg(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(17), CoPers-Conf/EndRdx(19), CoPers-Conf%(19) Level 8: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-Acc/Rchg(23), Efficacy-EndMod/Acc(23), Efficacy-EndMod/EndRdx(25) Level 10: Hover -- LkGmblr-Rchg+(A) Level 12: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(27), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(29), RedFtn-EndRdx(31) Level 14: Fly -- EndRdx-I(A) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 18: Phantom Army -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Rchg(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Build%(34) Level 20: Enervating Field -- EndRdx-I(A), EndRdx-I(34) Level 22: Lingering Radiation -- Acc-I(A) Level 24: Mutation -- RechRdx-I(A) Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(36), U'spkT-Acc/EndRdx(36), U'spkT-Stun%(36), U'spkT-Fear/Rng(37) Level 28: Recall Friend -- Zephyr-ResKB(A) Level 30: Flash -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/Rchg(39), EoCur-Acc/Rchg(50) Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(40), BldM'dt-Acc/Dmg(45) Level 35: Group Invisibility -- LkGmblr-Rchg+(A) Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(42) Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43) Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48) Level 47: Rise of the Phoenix -- RechRdx-I(A) Level 49: Combat Jumping -- LkGmblr-Rchg+(A) ------------ Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Containment -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(43), Mrcl-Heal(45), Mrcl-Rcvry+(45) Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc(48), P'Shift-End%(50) Code:
| Copy & Paste this data into Mids' Hero Designer to view the build | Code:
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I think what I was trying to ask was does it matter to have such defense for a controller? But now I understand of what you have said. It depends on the playstyle of the controller. Rather its a solo style or team support. I see now that if you are solo'ing alot then the Def softcap is a must or at least should have.
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However, it is an option, and probably a better option for a controller who mostly solos than a team-oriented controller. When you don't have teammates to rely upon to save your butt, then lots of Defense can really help. The real question is whether the benefit of getting lots of defense is worth the cost. And that depends on how you play and how much aggro you draw personally vs aggro drawn by your pets and aggro eliminated by your controls.
So, if you don't want to make the sacrifices for a high defense build, and you are willing to use a more cautious playstyle, then you can do great without a bunch of Defense. However, if you mostly play solo (so that all the ally-only powers are not needed), then a high defense build is certainly worth considering. For a more team-oriented build, you will be sacrificing some powers that may, in the long run, provide more benefit for the team than personal defense for you might be -- but that also depends on your playstyle.
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
If the OP is still referring to soloing missions with an illusion controller, I really dont think he's going to need a lick of defense. I had mentioned before fire or ice trollers needing it. But the build he had posted was the Holy and Mighty Ill/Rad. So, assuming that is the powerset combo he is talking about soloing (im assuming missions) he won't need defense at all. (or resist for that matter)
Assuming he is soloing missions at x1 equivelent the spawns should be what? max 3 guys? 4 maybe? So even without PA to rely on, he can start out with Sup invis, deceive the whole darn lot of them very quickly (assuming he uses a build with high recharge of course) toss down enervating field and rad infection completely aggro free, then one at a time easily drop them with a quick blind>spec>fireblast>spec. He wont get hit. I cant even imagine a possibility of getting hit with that strategy. Thats not even taking into account Phantasm, PA, spec terror, flash, em pulse etc. Now say for example he is fighting at x4 or higher? Ok...sure. He does the same thing and it just takes a bit longer. Invis, deceive, rad debuff toggles, PA, Phanty, spec terror, blind>spec>blast.
Theres a reason you see more illusion posts than any other on the controller boards. We are awesome. If you need defense or resists on your ill/rad then possibly rethink your strategy. Try the above approach with an illusion toon. I promise you that you wont even consider defense or resists. And if you do somehow catch an AOE or something? your Aoe heal radiant aura recharges every 2 seconds. it's not a big deal.
Hello Griff and Local Man. And YES!!!! Local man is THEE MAN. Awesome guide you have there Local Man, it is well mastered in detail beyond belief. Very Helpful and "Noob friendly" as well.
You both are hitting the nail on the head. I must determine of just how I will play this toon so I can determine on how the build shall be built, slotted and soforth (Thank the Devs for an Alternative Build #2 choice finally).
Here is my typical idea build but, I will retweak, retweak and retweak until I get and feel it is right ... and worthy to actually build.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Goonus Kahn 2: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Blind
- (A) Basilisk's Gaze - Accuracy/Hold: Level 30
- (3) Basilisk's Gaze - Accuracy/Recharge: Level 30
- (3) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
- (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
- (5) HamiO:Nucleolus Exposure
- (7) Damage Increase IO: Level 50
- (A) Doctored Wounds - Heal/Endurance: Level 50
- (7) Doctored Wounds - Endurance/Recharge: Level 50
- (9) Doctored Wounds - Heal/Recharge: Level 50
- (9) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (11) Doctored Wounds - Heal: Level 50
- (A) Decimation - Accuracy/Damage: Level 40
- (11) Decimation - Damage/Endurance: Level 40
- (13) Decimation - Accuracy/Endurance/Recharge: Level 40
- (13) Decimation - Accuracy/Damage/Recharge: Level 40
- (15) Decimation - Chance of Build Up: Level 40
- (15) HamiO:Nucleolus Exposure
- (A) Efficacy Adaptor - EndMod: Level 50
- (25) Efficacy Adaptor - EndMod/Recharge: Level 50
- (25) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
- (27) Efficacy Adaptor - Accuracy/Recharge: Level 50
- (27) Efficacy Adaptor - EndMod/Accuracy: Level 50
- (48) Efficacy Adaptor - EndMod/Endurance: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (31) Red Fortune - Defense/Endurance: Level 50
- (34) Red Fortune - Endurance/Recharge: Level 50
- (34) Red Fortune - Defense/Endurance/Recharge: Level 50
- (37) Red Fortune - Defense: Level 50
- (48) Red Fortune - Endurance: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (29) Red Fortune - Defense/Endurance: Level 50
- (29) Red Fortune - Endurance/Recharge: Level 50
- (31) Red Fortune - Defense/Endurance/Recharge: Level 50
- (48) Red Fortune - Defense: Level 50
- (50) Red Fortune - Endurance: Level 50
- (A) Coercive Persuasion - Confused: Level 50
- (40) Coercive Persuasion - Confused/Recharge: Level 50
- (40) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
- (43) Coercive Persuasion - Accuracy/Recharge: Level 50
- (43) Coercive Persuasion - Confused/Endurance: Level 50
- (46) Coercive Persuasion - Contagious Confusion: Level 50
- (A) HamiO:Enzyme Exposure
- (37) HamiO:Enzyme Exposure
- (46) HamiO:Enzyme Exposure
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Recharge Reduction IO: Level 50
- (17) Recharge Reduction IO: Level 50
- (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
- (19) Expedient Reinforcement - Accuracy/Damage: Level 50
- (19) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
- (21) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
- (21) Soulbound Allegiance - Damage/Recharge: Level 50
- (50) Soulbound Allegiance - Chance for Build Up: Level 50
- (A) Accuracy IO: Level 50
- (A) Endurance Reduction IO: Level 50
- (23) Endurance Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (40) Kismet - Accuracy +6%: Level 30
- (A) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 50
- (A) Endurance Reduction IO: Level 50
- (31) Endurance Reduction IO: Level 50
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
- (33) Expedient Reinforcement - Accuracy/Damage: Level 50
- (33) Expedient Reinforcement - Damage/Endurance: Level 50
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
- (34) Sovereign Right - Accuracy/Damage: Level 50
- (A) Unbreakable Constraint - Hold/Recharge: Level 50
- (36) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
- (36) Unbreakable Constraint - Accuracy/Recharge: Level 50
- (36) Unbreakable Constraint - Endurance/Hold: Level 50
- (37) Unbreakable Constraint - Chance for Smashing Damage: Level 50
- (A) Basilisk's Gaze - Accuracy/Recharge: Level 30
- (39) Basilisk's Gaze - Recharge/Hold: Level 30
- (39) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
- (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
- (A) Apocalypse - Damage/Recharge: Level 50
- (42) Apocalypse - Accuracy/Damage/Recharge: Level 50
- (42) Apocalypse - Accuracy/Recharge: Level 50
- (42) Apocalypse - Damage/Endurance: Level 50
- (43) Apocalypse - Chance of Damage(Negative): Level 50
- (A) Absolute Amazement - Stun/Recharge: Level 50
- (45) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
- (45) Absolute Amazement - Accuracy/Recharge: Level 50
- (45) Absolute Amazement - Endurance/Stun: Level 50
- (46) Absolute Amazement - Chance for ToHit Debuff: Level 50
- (A) Winter's Gift - Slow Resistance (20%): Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
Level 1: Brawl
- (A) Empty
- (A) Unbounded Leap - +Stealth: Level 50
- (A) Empty
Level 4: Ninja Run
Level 2: Swift
- (A) Flight Speed IO: Level 50
- (A) Jumping IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (17) Miracle - +Recovery: Level 40
- (A) Performance Shifter - EndMod: Level 50
- (23) Performance Shifter - EndMod/Recharge: Level 50
- (50) Performance Shifter - Chance for +End: Level 50
Set Bonus Totals:
- 20.5% DamageBuff(Smashing)
- 20.5% DamageBuff(Lethal)
- 20.5% DamageBuff(Fire)
- 20.5% DamageBuff(Cold)
- 20.5% DamageBuff(Energy)
- 20.5% DamageBuff(Negative)
- 20.5% DamageBuff(Toxic)
- 20.5% DamageBuff(Psionic)
- 7.5% Defense(Energy)
- 7.5% Defense(Negative)
- 7.5% Defense(Ranged)
- 2.25% Max End
- 4% Enhancement(Confused)
- 123.75% Enhancement(RechargeTime)
- 30% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 72.49 HP (7.127%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 5%
- MezResist(Held) 5%
- MezResist(Immobilize) 12.15%
- MezResist(Sleep) 5%
- MezResist(Stun) 5%
- MezResist(Terrorized) 7.2%
- 17.5% (0.292 End/sec) Recovery
- 42% (1.783 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 8.82% Resistance(Fire)
- 8.82% Resistance(Cold)
- 5% RunSpeed
Set Bonuses:
Basilisk's Gaze
(Blind)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.033 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Radiant Aura)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Spectral Wounds)
- MezResist(Immobilize) 2.75%
- 11.45 HP (1.125%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Accelerate Metabolism)
- 11.45 HP (1.125%) HitPoints
- 1.5% (0.025 End/sec) Recovery
- 10% (0.425 HP/sec) Regeneration
- 2.5% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Hover)
- 7.5% Enhancement(RechargeTime)
(Hover)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Superior Invisibility)
- 7.5% Enhancement(RechargeTime)
(Superior Invisibility)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Deceive)
- 4% (0.067 End/sec) Recovery
- 4% Enhancement(Confused)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
- 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
(Fly)
- Knockback,Knockup protection (Mag 4)
(Phantom Army)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Phantom Army)
- 16% (0.679 HP/sec) Regeneration
(Maneuvers)
- 7.5% Enhancement(RechargeTime)
(Super Speed)
- Knockback,Knockup protection (Mag 4)
(Phantasm)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Flash)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(EM Pulse)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.033 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Fire Blast)
- 16% (0.679 HP/sec) Regeneration
- 30.52 HP (3.001%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Rise of the Phoenix)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Teleport)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Group Invisibility)
- 7.5% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.08 HP (1.876%) HitPoints
[code]| Copy & Paste this data into Mids' Hero Designer to view the build |
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I already made some comments on this build in the thread to my Ill/Rad guide. Overall, it has a lot of good stuff and looks effective . . . not cheap, but it has perma PA and about 21% Ranged Defense. I would miss the AoE damage of Fireball, which I would take over Rise of the Phoenix, although I understand the idea of slotting RotP with the purple Stun set. The Stun purple set is cheaper than many of the other purple sets.
I'm not a big fan of Leadership on most controllers unless the build is loose . . . or unless you are able to stack it with several other players who are also using Leadership, because stacked Leadership becomes pretty nice. (I was on a fixed team for a while where we all had Leadership, quite nice!) I'm not saying it is a bad idea to give up a couple of personal powers for an increase in team damage and defense, but in general I feel other control powers will do more. I have Maneuvers on my Mind/FF to stack more Defense, and I have Assault and Tactics on my Plant/Rad. I tend to take Leadership more with Defenders, who get higher numbers.
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
Okay, I do understand that if one is controlling correctly depending on most of any situations, defense is not needed. However, I do plan on playing this toon specifically for solo purposes (not pvp) and too assist with teamswhere an alternative build can be created for team friendly powers.
After checking the market ... like after 4 months absences, the prices are too extreme. I remember when I can get 2 full sets like an Armegeddon and Apocalypse set for 600 million. Now? One Armegeddon is popping 600 million. I know this thread isn't based on IO's but for an ill/rad critique. With that said, it matters because we can post all kinds of builds but the cost is another issue, another thraed.
Anyhow, Local Man and many others are right, Def is a big issue not needed or can be quite a beneficial to have as well ... so, I need it for a better surviving potential.
Here is a build which will prove I know nothing on how to soft-cap Def on an ill/rad troller. I will need some help here please. Can you critique this build and offer any suggestions ... please?
OH! After playing the toon under a close-eye, the Flying Pool is not required in game style so, i'll stick with the ole-fashion combo of SS & SJ (mostly CJ during battle for the lil xtra Def.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Goonus Kahn 3: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(23), Decim-Acc/EndRdx/Rchg:40(31), Decim-Acc/Dmg/Rchg:40(45), Decim-Build%:40(45), Thundr-Acc/Dmg:50(46)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(40), Dct'dW-Heal/Rchg:50(43), Dct'dW-Heal/EndRdx/Rchg:50(43), Dct'dW-Heal:50(46)
Level 2: Blind -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Rchg/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(31), Dev'n-Hold%:50(37), Thundr-Acc/Dmg:50(40)
Level 4: Accelerate Metabolism -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(5), Efficacy-EndMod/Acc/Rchg:50(5), Efficacy-Acc/Rchg:50(7), Efficacy-EndMod/Acc:50(11), Efficacy-EndMod/EndRdx:50(17)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7)
Level 8: Radiation Infection -- HO:Enzym(A), HO:Enzym(9), HO:Enzym(9)
Level 10: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(11)
Level 12: Deceive -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(13), CoPers-Acc/Conf/Rchg:50(13), CoPers-Acc/Rchg:50(15), CoPers-Conf/EndRdx:50(15), CoPers-Conf%:50(17)
Level 14: Super Speed -- Zephyr-Travel/EndRdx:50(A)
Level 16: Combat Jumping -- LkGmblr-Def/EndRdx:50(A), LkGmblr-EndRdx/Rchg:50(27), LkGmblr-Def/EndRdx/Rchg:50(29), LkGmblr-Rchg+:50(31), Ksmt-ToHit+:30(34)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(19), ExRmnt-Acc/Dmg/Rchg:50(19), ExRmnt-EndRdx/Dmg/Rchg:50(29), S'bndAl-Acc/Dmg/Rchg:50(34), S'bndAl-Build%:50(34)
Level 20: Lingering Radiation -- Acc-I:50(A)
Level 22: Super Jump -- Zephyr-ResKB:50(A)
Level 24: Superior Invisibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-EndRdx/Rchg:50(25), LkGmblr-Def/EndRdx/Rchg:50(25), LkGmblr-Rchg+:50(27)
Level 26: Spectral Terror -- Abys-Acc/Fear/Rchg:50(A)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- TtmC'tng-ResDam/EndRdx:50(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33)
Level 35: Weave -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(36), RedFtn-EndRdx/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def:50(37), RedFtn-EndRdx:50(37)
Level 38: Flash -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(39), BasGaze-Rchg/Hold:30(39), BasGaze-Acc/EndRdx/Rchg/Hold:30(39), Lock-Acc/Hold:50(40)
Level 41: Mental Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(42), Decim-Dmg/Rchg:40(42), Decim-Acc/EndRdx/Rchg:40(42), Decim-Acc/Dmg/Rchg:40(43)
Level 44: Indomitable Will -- LkGmblr-Def/Rchg:50(A), LkGmblr-EndRdx/Rchg:50(45), LkGmblr-Def/EndRdx/Rchg:50(46), LkGmblr-Rchg+:50(50)
Level 47: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50)
Level 49: Assault -- EndRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(50)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-End%:50(23)
------------
Set Bonus Totals:
- 14.5% DamageBuff(Smashing)
- 14.5% DamageBuff(Lethal)
- 14.5% DamageBuff(Fire)
- 14.5% DamageBuff(Cold)
- 14.5% DamageBuff(Energy)
- 14.5% DamageBuff(Negative)
- 14.5% DamageBuff(Toxic)
- 14.5% DamageBuff(Psionic)
- 7.5% Defense(Energy)
- 7.5% Defense(Negative)
- 7.5% Defense(Ranged)
- 4.5% Max End
- 36% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 4% Enhancement(Confused)
- 101.25% Enhancement(RechargeTime)
- 5% FlySpeed
- 76.3 HP (7.503%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5%
- MezResist(Held) 5%
- MezResist(Immobilize) 12.7%
- MezResist(Sleep) 5%
- MezResist(Stun) 5%
- MezResist(Terrorized) 7.2%
- 14.5% (0.242 End/sec) Recovery
- 56% (2.378 HP/sec) Regeneration
- 4.095% Resistance(Fire)
- 4.095% Resistance(Cold)
- 5% RunSpeed
Set Bonuses:
Decimation
(Spectral Wounds)
- MezResist(Immobilize) 2.75%
- 11.45 HP (1.125%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Radiant Aura)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Blind)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.033 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Accelerate Metabolism)
- 11.45 HP (1.125%) HitPoints
- 1.5% (0.025 End/sec) Recovery
- 10% (0.425 HP/sec) Regeneration
- 2.5% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Deceive)
- 4% (0.067 End/sec) Recovery
- 4% Enhancement(Confused)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
- 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
(Combat Jumping)
- 10% (0.425 HP/sec) Regeneration
- 11.45 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Phantom Army)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Phantom Army)
- 16% (0.679 HP/sec) Regeneration
(Super Jump)
- Knockback,Knockup protection (Mag 4)
(Superior Invisibility)
- 10% (0.425 HP/sec) Regeneration
- 11.45 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Phantasm)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Weave)
- 7.5% Enhancement(RechargeTime)
(Weave)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Flash)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.033 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Mental Blast)
- MezResist(Immobilize) 2.75%
- 11.45 HP (1.125%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Indomitable Will)
- 10% (0.425 HP/sec) Regeneration
- 11.45 HP (1.125%) HitPoints (Exceeded 5 Bonus Cap)
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Psionic Tornado)
- 2.5% (0.042 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.08 HP (1.876%) HitPoints
- 2.5% (0.042 End/sec) Recovery
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Hey all, I already have a decent perma pa build for my ill\rad, but I'd really like to improve it; I'm trying to softcap smashing, lethal, and energy and still maintain perma pa and have decent accuracy for my powers. I think i've manage to do that, but I'd just like some people to critique it if they can (local man I'm looking at you). Thanks!
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-EndRdx/Rchg/Hold(17), BasGaze-Acc/EndRdx/Rchg/Hold(31)
Level 1: Radiant Aura -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(31), Dct'dW-Rchg(37)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(31), Decim-Build%(40)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Superior Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(34), RedFtn-EndRdx(40), LkGmblr-Rchg+(46)
Level 10: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(34), CoPers-Conf%(40), CoPers-Conf(50)
Level 12: Radiation Infection -- HO:Enzym(A), HO:Enzym(13), HO:Enzym(13)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Mutation -- RechRdx-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(36), S'bndAl-Acc/Dmg/Rchg(37), S'bndAl-Build%(43)
Level 20: Lingering Radiation -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(21), P'ngTtl-EndRdx/Rchg/Slow(21), P'ngTtl-Rng/Slow(27), Acc-I(27)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 24: Kick -- FrcFbk-Rechg%(A)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A)
Level 28: Weave -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(29), LkGmblr-Rchg+(34), RedFtn-Def(37), RedFtn-EndRdx(50)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(36), LkGmblr-Def(46), Ksmt-ToHit+(50)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33)
Level 35: Recall Friend -- Winter-ResSlow(A)
Level 38: Flash -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-EndRdx(43), LkGmblr-Rchg+(43)
Level 44: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(45), Decim-Dmg/Rchg(46)
Level 47: Summon Tarantula -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48)
Level 49: Group Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(15), Efficacy-EndMod/Acc(15)
------------
Set Bonus Totals: