A Very Scary Ill/Rad
hmm. looks like i goofed on my export. here's the data chunk.
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Interesting idea, but I'm not convinced that adding the Provoke set or Choking Cloud is really providing much of a benefit.
Choking Cloud: My Ill/Rad guide explains the mechanics of this power -- it really needs to be fully slotted for Hold, and then get as much EndRdx as you can. But it takes a while for Choking Cloud to take effect, and it is unreliable as a control. It works to, after a while, hold Minions and hold some Lieutenants, but not bosses. Works great on a Fire/Rad where you can start with Flashfire-Fire Cages, then run in with Choking Cloud and Hot Feet. Works with an Ice/Rad, where you can start with Ice Slick and then run in with Arctic Air and Choking Cloud. Works with an Elec/Rad, where you can start with Static Field (or Synaptic Overload), then run in with Conductive Field and Choking Cloud. Illusion really doesn't have a secondary power that works with Choking Cloud to make it effective. An Ill/Rad really has no reason to be in melee unless you are about to fire off Flash or EM Pulse, but Choking Cloud requires you to be in melee.
Spectral Terror alone is effective AoE control against foes who are not resistant to fear. But more important is the "control" provided by the distraction from Phantom Army. Rather than a single target fear, Deceive will handle foes who are not pulled in by Phantom Army. Stay Invisible and Deceive any foes who notice you or any problem foes -- since it doesn't draw aggro, you can easily stack it.
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
My guess is if you haven't used ST before and then you do use it, you will see no real need for Intimidate. It's basically perma out of the box. The amount of use Intimidate brings to an Ill is near non-existent and that's not factoring in wasting two powers to get one. This says nothing of how good Intimidate is as a power. It merely fears minions as where ST does Lts. as well.
My guess is if you haven't used ST before and then you do use it, you will see no real need for Intimidate. It's basically perma out of the box. The amount of use Intimidate brings to an Ill is near non-existent and that's not factoring in wasting two powers to get one. This says nothing of how good Intimidate is as a power. It merely fears minions as where ST does Lts. as well.
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L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
Grr. I had a long and reasonably well researched reply that got eaten. My apologies if this one comes off as brusque, I'm trying to be quicker this time. Many thanks for your thoughts.
Invoke Panic is an AoE fear, mag 2 target cap 10 (according to mids, couldn't find it in tomax as it applies to trollers) that I was hoping to use to extend my AoE control. I agree that PA is a major portion of an Ill/Rads control, but it's not a tank and isn't likely to throw a taunt my way. Heck, I'm lucky if I'm teamed with a tank who is trying to taunt away from squishies; most seem to focus on Big Herd for AoE BURN! (Nothing wrong with that, just saying). Intimidate was a pick to get to Invoke panic, I doubt it'd see much use with Confuse available.
Yes, Spectral Terror (spooky) is a wonderful power that's up frequently enough to reposition as needed, and does a great job of spreading fear, but again with the target cap (16?) and I was hoping to help him fear bosses more reliably and possibly push through fear resists like Shout of Command. Confuse is nice for turning away 2-3 angry baddies, but little help in an ambush situation. Flash is great, but it's on a 60s timer and is PBAoE, whereas Invoke Panic is ranged and on a 16.5s recharge.
(...to be continued)
As to Choking Cloud, I'll admit this is partly because I think it looks cool. However, I'm not sure I understand how you came up with the numbers in your guide, Local. I'm sure you're right and I'm wrong, please bear with me as I try to understand.
Is accuracy flagged as unenhanceable in this power? I see that it doesn't take accuracy enhancements; as an analogue Mind Link does not take recharge enh but can be affected by membranes, def/rech pieces, and global recharge bonuses.
Assuming it is flagged as unenhancable,
.75 (acc) x .5 chance for mag 2 hold = 37.5% chance for mag2 hold?
.75 x .8 chance for mag1 = 60% chance for mag 1 hold?
.6 x .375 = 22.5% chance for mag 3?
what am I doing wrong here?
I was hoping to hover over the melee section and at least catch a few with this power; also to maintain the hold from flash on those occasions I use it. I agree it's not as useful as on the examples you listed, but was hoping to get some use from it. I'm pretty sure it's an awfully high end cost for so little return; but did I mention I think it looks really cool?
As to alternative power picks (esp re: presence pool); I could go leadership instead for about the same end cost -it'd be mostly useless to me but helpful to my team; especially vengeance. Again, what I was really after here was to shore up Ill/rad's lack of AoE control (and also build something I found fun, different, and cool). EMP does not appeal to me due to the crash, and grabbing a bunch of aggro with fallout often ends badly for me. Besides being a very situational power -also I feel icky playing with dead bodies on this particular toon.
My last consecutive post, I promise.
I should point out that this would be a 2nd build; This toon was long a favorite of mine and has fallen by the wayside a bit as I've picked up other projects. Most of the bits and pieces are already in place as it currently has 2 builds, the 2nd of which I didn't like much (intended for solo work, I tried stone app for seismic smash and a bit of defense for those times when I made too big of a mess). So resources are less the issue than the end sustainability of spamming Invoke Panic, and running choking cloud. Primary build uses the Psi epic (for mez protection) and runs assault, tactics, venge.
As Amy_Amp suggests, and Local's guide informs; Spooky works great on just the base slot. No reason I couldn't move the Glimpse set to Intimidate... And I yanked the fly speed in hover (AM should help?) for a bit more recharge in Invoke (*this* close to double stackable on the aoe, and now with a more useful single target fear for bosses, etc). Also replaced the dmg proc in invoke. Thanks much for the tip on hold duration in Choking Cloud, Local, I also improved this a bit by moving the hold/end piece from flash, which I replaced with the hold. Really on the fence on this one... Might have to think it over, or save it as a possible project for some rainy day.
Further thoughts/criticisms/feedback welcome!
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Looking for feedback. Planning to use ninja run for travel, hover in combat. Anyone tried something similar? Am hoping to stack fear with Spooky and the ancillary AoE fear. Wish I could slot up the ST fear as well...
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Emma Fear: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Flight
Power Pool: Presence
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Blind
- (A) Basilisk's Gaze - Accuracy/Recharge: Level 30
- (3) Basilisk's Gaze - Accuracy/Hold: Level 30
- (3) Basilisk's Gaze - Recharge/Hold: Level 30
- (5) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
- (5) Apocalypse - Damage: Level 50
- (7) Damage Increase IO: Level 50
Level 1: Radiant Aura- (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
Level 2: Deceive- (A) Coercive Persuasion - Confused/Recharge: Level 50
- (11) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
- (13) Coercive Persuasion - Accuracy/Recharge: Level 50
- (13) Coercive Persuasion - Confused/Endurance: Level 50
- (15) Coercive Persuasion - Contagious Confusion: Level 50
Level 4: Accelerate Metabolism- (A) Efficacy Adaptor - EndMod: Level 50
- (15) Efficacy Adaptor - EndMod/Recharge: Level 50
- (17) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
- (17) Efficacy Adaptor - Accuracy/Recharge: Level 50
- (19) Efficacy Adaptor - EndMod/Accuracy: Level 50
- (19) Efficacy Adaptor - EndMod/Endurance: Level 50
Level 6: Hasten- (A) Recharge Reduction IO: Level 50
- (21) Recharge Reduction IO: Level 50
Level 8: Superior Invisibility- (A) Luck of the Gambler - Recharge Speed: Level 50
- (23) Endurance Reduction IO: Level 50
- (23) Endurance Reduction IO: Level 50
Level 10: Enervating Field- (A) Endurance Reduction IO: Level 50
- (25) Endurance Reduction IO: Level 50
Level 12: Radiation Infection- (A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
- (25) Dark Watcher's Despair - Recharge/Endurance: Level 50
- (27) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
- (27) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50
Level 14: Hover- (A) Luck of the Gambler - Recharge Speed: Level 50
- (29) Flight Speed IO: Level 50
Level 16: Mutation- (A) Endurance Reduction IO: Level 50
Level 18: Phantom Army- (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
- (21) Soulbound Allegiance - Chance for Build Up: Level 50
- (29) Expedient Reinforcement - Damage/Endurance: Level 50
- (31) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
- (31) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
- (31) Soulbound Allegiance - Damage/Recharge: Level 50
Level 20: Spectral Wounds- (A) Decimation - Accuracy/Damage: Level 40
- (33) Decimation - Damage/Endurance: Level 40
- (33) Decimation - Damage/Recharge: Level 40
- (34) Decimation - Accuracy/Endurance/Recharge: Level 40
- (34) Decimation - Accuracy/Damage/Recharge: Level 40
Level 22: Lingering Radiation- (A) Accuracy IO: Level 50
Level 24: Challenge- (A) Empty
Level 26: Spectral Terror- (A) Glimpse of the Abyss - Accuracy/Recharge: Level 50
- (34) Glimpse of the Abyss - Accuracy/Endurance: Level 50
- (36) Glimpse of the Abyss - Fear/Range: Level 50
- (36) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 50
- (36) Glimpse of the Abyss - Chance of Damage(Psionic): Level 50
Level 28: Choking Cloud- (A) Basilisk's Gaze - Accuracy/Hold: Level 30
- (33) Endurance Reduction IO: Level 50
- (37) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
- (37) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
- (37) Basilisk's Gaze - Accuracy/Recharge: Level 30
Level 30: Intimidate- (A) Empty
Level 32: Phantasm- (A) Expedient Reinforcement - Accuracy/Damage: Level 50
- (39) Expedient Reinforcement - Damage/Endurance: Level 50
- (39) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
- (40) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
Level 35: Invoke Panic- (A) Glimpse of the Abyss - Accuracy/Recharge: Level 50
- (40) Glimpse of the Abyss - Endurance/Fear: Level 50
- (42) Glimpse of the Abyss - Accuracy/Endurance: Level 50
- (42) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 50
- (42) Glimpse of the Abyss - Chance of Damage(Psionic): Level 50
Level 38: Flash- (A) Unbreakable Constraint - Hold/Recharge: Level 50
- (46) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
- (50) Unbreakable Constraint - Accuracy/Recharge: Level 50
- (50) Unbreakable Constraint - Endurance/Hold: Level 50
- (50) Unbreakable Constraint - Chance for Smashing Damage: Level 50
Level 41: Fire Blast- (A) Apocalypse - Damage/Recharge: Level 50
- (43) Apocalypse - Accuracy/Damage/Recharge: Level 50
- (43) Apocalypse - Accuracy/Recharge: Level 50
- (43) Apocalypse - Damage/Endurance: Level 50
- (46) Apocalypse - Chance of Damage(Negative): Level 50
Level 44: Fire Ball- (A) Ragnarok - Damage/Recharge: Level 50
- (45) Ragnarok - Accuracy/Damage/Recharge: Level 50
- (45) Ragnarok - Accuracy/Recharge: Level 50
- (45) Ragnarok - Damage/Endurance: Level 50
- (46) Ragnarok - Chance for Knockdown: Level 50
Level 47: Fire Shield- (A) Impervium Armor - Resistance/Endurance: Level 40
- (48) Impervium Armor - Resistance: Level 40
- (48) Steadfast Protection - Knockback Protection: Level 30
Level 49: Rise of the Phoenix- (A) Damage Increase IO: Level 50
Level 50: Cardiac Radial Paragon------------
Level 1: Brawl
- (A) Empty
Level 1: ContainmentLevel 1: Sprint
- (A) Empty
Level 2: Rest- (A) Empty
Level 4: Ninja RunLevel 2: Swift
- (A) Empty
Level 2: Health- (A) Miracle - +Recovery: Level 40
- (40) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 2: Hurdle- (A) Empty
Level 2: Stamina