Choices choices - ill/rad critique please!
I don't currently have access to Mids, so I can't see your totals. But based upon what I can see, let me make a few minor suggestions. Most of my suggestions are explained more thoroughly in my Ill/Rad guide, linked in my sig:
Ling Rad: The Tempered Readiness set really doesn't add all that much. Think about putting a single Acc in the default slot and using those slots in other places. A Perma-PA build should have enough global Recharge and global Accuracy that this power should be perma with decent accuracy. It is mainly needed for the -Recharge and -Regen, neither of which can be enhanced. That will free up some slots for other places.
Consider moving the Unbreakable Constraint set in Blind to Flash. Then move the 4 Baz Gaze to Blind. Use the last two slots for an Acc/Dam Hami-O and a common Damage. That will help your damage.
Superior Invis: Without some EndRdx in it, it is pretty hard to run. I have the LotG Recharge and 5 Red Fortunes it it. This allows me to run SI most of the time. And I get the extra 5% Recharge.
RI: Nothing wrong with your slotting, but I only have 3 slots (3 Enzymes) in RI. The cast time is so long that I don't use it every group . . . EF gets used far more often. On teams, most groups die before RI finishes animating. As a consequence, I don't have procs in a power that I don't use all that often.
Phantom Army: Consider replacing the common Recharge with a Soulbound Dam/Recharge (from the pet purple set) for more Damage from PA. (Admittedly, your Musc Alpha slot is probably making up for the damage.) They are not all that expensive. I also have the Chance for Build Up from that set here . . . the Build Up happens quite often with 3 pets. Plus you get a nice 16% Regen bonus.
Hasten: If you are at Perma-PA recharge (about 207%), you should be able to remove one of your Recharge slots from Hasten.
Kick? Really?? How about Combat Jumping for Immob protection and maneuverability and a place for a LotG Recharge or a -knockback? or Recall Friend? Or even Fallout one-slotted (still provides a massive debuff)? I guess you were trying to get to Tough, but you shouldn't need Tough with a Perma PA build.
I am a strong believer in the Fire or Ice APP. Mainly because the fast-recharging single target blast lets you have a great attack chain of Blind-SW-Blast-SW. That fast attack chain will let you take down Minions and Lieutenants much faster, thereby taking advantage of Illusory Damage. On my Ill/Rad, I like Fire Blast and Fireball because they do more damage than Ice. Fire Armor is OK. Rise of the Phoenix is the only self-rez available to Controllers, so that's worth considering. The Ice APP is just slightly less damage but lets you have access to Ice Blast, Frost Breath or Ice Storm (I prefer Frost Breath because it recharges faster), a Smash/Lethal Defense armor and Hibernate, a great panic button power. (My Ill/Storm and Ill/Cold both have the Ice APP.) My guide explains how the fast attack chain lets you get more benefit from Illusory Damage, which will add a lot to your overall damage.
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
Thankyou for your advice.
I have 213.75% global rech.
I originally had SI slotted the same as you suggested but altered it because i didnt feel it was needed.
I did originally have recall friend and fallout instead of kick and tough, and i might stick with them. I never really get hit anyways, so i doubt tough would make a difference.
I didnt know that the Chance for Build Up from Soulbound was so effective with PA, will defineitly be using that.
Im not really a fan of fire or ice epics ill control. I did use Blind>SW>Mental blast>SW as an attack chain, but again i never really saw the value in it. I had psi tornado which picked off quite a few seeing as it recharged ever 5 secs.
Thankyou for your advice.
I have 213.75% global rech. I originally had SI slotted the same as you suggested but altered it because i didnt feel it was needed. I did originally have recall friend and fallout instead of kick and tough, and i might stick with them. I never really get hit anyways, so i doubt tough would make a difference. I didnt know that the Chance for Build Up from Soulbound was so effective with PA, will defineitly be using that. Im not really a fan of fire or ice epics ill control. I did use Blind>SW>Mental blast>SW as an attack chain, but again i never really saw the value in it. I had psi tornado which picked off quite a few seeing as it recharged ever 5 secs. |
Mental Blast is a little bit slower than Fire or Ice. Also, Fire and Ice are a different damage type, which is really nice against Psi-resistant foes. Most important is the fact that if you can defeat a foe BEFORE the heal-back from the Illusory damage, you get to keep that damage. So being able to kill stuff fast substantially increases your overall damage. Want proof? Run Herostats and compare.
Most of the people going for the Villain side PPP sets seem to go for Mace. Poisonous Ray has a Resistance Debuff to increase the overall damage. Still, I think Fire and Ice are much better. Fireball is great as an AoE -- fast activating and adds a little bit of Damage over Time to increase the damage.
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 went Mace on my Ill/Cold because of Poisonous Ray, could put an AH proc in both PR and the Toxic Tarantula, you get an S/L Shield, and Toxi gives some good damage. Was a win, win, win, win descision

Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
kinda hard to softcap s/l on an ill/rad without messing up the build. So i dont think going for mace is an option for me. If soul had an ST id pick it up in a second, but it doesnt. Can anybody comment on the useage of soul mastery on a controller?!?
If you're using Soul Mastery on a controller, I'd think it would be on a higher damage combo with strong lockdown in order to best make use of Soul Drain. Plant/Storm seems like it would be well-suited to a damage upgrade via Soul Drain, after throwing down Roots and Seed of Confusion. Walk into the middle of things, fire off Soul Drain and Dark Obliteration, and spam your DoT powers along with Dark Obliteration until everything dies.
Fire/Storm would also work well. Stack Flashfire to Thunderclap in order to stun everything, then use Soul Drain, Fire Cages, Tornado, and Sleet, along with Dark Obliteration, until everything drops.
With an Illusion/Rad controller, drop Spectral Terror and your Rad debuffs, then confuse/hold enemies, Soul Drain, and spam your attacks while Phantom Army and Phantasm hurt things.
I honestly prefer Fire or Cold from that sort of attack standpoint. They're strong, have both ST and AoE attacks, and can be used from range.
Too many alts to list.
I have had my ill/rad for going on 3 yrs now (:O) and i find i am always tweaking her build every so often. Love it, simply love it. But now i want a change in epic powers. I have had psi forever really and i was thinking about maybe changing to soul for a bit more dmg. Plus she is a carnie so the whole soul power set kinda ties in well with the theme. Anywhere, here is the build. There is no real difference between this new one and her current build.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
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: Soul Mastery
Hero Profile:
------------
Level 1: Spectral Wounds Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Radiant Aura Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Rchg(9)
Level 2: Blind UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(11), UbrkCons-Acc/Hold/Rchg(11), UbrkCons-Acc/Rchg(13), UbrkCons-EndRdx/Hold(13)
Level 4: Deceive CoPers-Conf%(A), CoPers-Conf/Rchg(15), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(17), CoPers-Conf/EndRdx(17)
Level 6: Flash BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21), EoCur-Acc/Hold/Rchg(21)
Level 8: Superior Invisibility LkGmblr-Rchg+(A)
Level 10: Radiation Infection Achilles-ResDeb%(A), LdyGrey-%Dam(23), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitdeb/Rchg/EndRdx(25), DarkWD-Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(27)
Level 12: Hover LkGmblr-Rchg+(A)
Level 14: Fly Zephyr-ResKB(A)
Level 16: Accelerate Metabolism Efficacy-EndMod(A), Efficacy-EndMod/Acc/Rchg(27), Efficacy-EndMod/Rchg(29), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(31), Efficacy-EndMod/EndRdx(31)
Level 18: Enervating Field EndRdx-I(A), EndRdx-I(31)
Level 20: Phantom Army RechRdx-I(A), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34)
Level 22: Mutation RechRdx-I(A)
Level 24: Lingering Radiation TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(34), TmpRdns-Acc/EndRdx(34), TmpRdns-Acc/Dmg/Slow(36), TmpRdns-EndRdx/Rchg/Slow(36)
Level 26: Spectral Terror Abys-Acc/Rchg(A), Abys-EndRdx/Fear(36), Abys-Acc/EndRdx(37), Abys-Acc/Fear/Rchg(37), Abys-Dam%(37)
Level 28: Group Invisibility LkGmblr-Rchg+(A)
Level 30: Hasten RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 32: Phantasm ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 35: Kick Empty(A)
Level 38: EM Pulse BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), EoCur-Acc/Hold/Rchg(42)
Level 41: Dark Embrace Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), TtmC'tng-ResDam/EndRdx(43)
Level 44: Dark Obliteration Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Soul Drain Oblit-%Dam(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Tough Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-Psi/Status(50)
Level 50: Musculature Radial Paragon
Level 50: Void Core Final Judgement
Level 50: Clarion Core Epiphany
------------
Level 1: Brawl Empty(A)
Level 1: Containment
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 4: Ninja Run
Level 2: Swift Empty(A)
Level 2: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Hurdle Empty(A)
Level 2: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Acc(43), P'Shift-End%(46)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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I went with Musculature Radial Paragon mainly because of the added dmg. The -to hit and def debuff are a very nice addition aswell.
Clarion Core Epiphany because i will be loosing indomitable will.
And i am not sure what Interface ability to go with. I know for a fact i will get the Carnie lore pet when they add it with I20.5 - cant freaking wait! AHHHHHHHHHHHHHHHHHHHHH!
Thankyou for reading, and i shall await your responses!