Perma-PA...so now what?


EmperorSteele

 

Posted

I built an Ill/Rad 'troller and now have perma-pa. I'm starting on the incarnate stuff but I'm unsure of where to go with it. Any suggestions? Here's the build:

Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/

Magus Blackstaff: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Psionic Mastery

Hero Profile:
------------
Level 1: Blind
(A) Unbreakable Constraint - Hold
(3) Unbreakable Constraint - Hold/Recharge
(3) Unbreakable Constraint - Accuracy/Hold/Recharge
(5) Unbreakable Constraint - Accuracy/Recharge
(5) Unbreakable Constraint - Endurance/Hold


Level 1: Radiant Aura
(A) Regenerative Tissue - Heal/Endurance
(7) Regenerative Tissue - Endurance/Recharge
(7) Regenerative Tissue - Heal/Recharge
(9) Regenerative Tissue - Heal/Endurance/Recharge
(9) Regenerative Tissue - +Regeneration


Level 2: Spectral Wounds
(A) Decimation - Accuracy/Damage
(11) Decimation - Damage/Endurance
(11) Decimation - Damage/Recharge
(13) Decimation - Accuracy/Endurance/Recharge
(13) Decimation - Accuracy/Damage/Recharge


Level 4: Accelerate Metabolism
(A) Efficacy Adaptor - EndMod
(15) Efficacy Adaptor - EndMod/Recharge
(15) Efficacy Adaptor - EndMod/Accuracy/Recharge
(17) Efficacy Adaptor - Accuracy/Recharge
(17) Efficacy Adaptor - EndMod/Accuracy
(19) Efficacy Adaptor - EndMod/Endurance


Level 6: Deceive
(A) Coercive Persuasion - Confused
(19) Coercive Persuasion - Confused/Recharge
(21) Coercive Persuasion - Accuracy/Confused/Recharge
(21) Coercive Persuasion - Accuracy/Recharge
(23) Coercive Persuasion - Confused/Endurance


Level 8: Superior Invisibility
(A) Luck of the Gambler - Recharge Speed
(23) Endurance Reduction IO


Level 10: Recall Friend
(A) Range IO


Level 12: Hover
(A) Luck of the Gambler - Recharge Speed
(25) Flight Speed IO


Level 14: Teleport
(A) Jaunt - Range
(25) Jaunt - Endurance
(27) Jaunt - Endurance/Range


Level 16: Hasten
(A) Recharge Reduction IO
(27) Recharge Reduction IO
(29) Recharge Reduction IO


Level 18: Phantom Army
(A) Expedient Reinforcement - Accuracy/Recharge
(29) Expedient Reinforcement - Accuracy/Damage
(31) Expedient Reinforcement - Damage/Endurance
(31) Expedient Reinforcement - Accuracy/Damage/Recharge
(31) Expedient Reinforcement - Endurance/Damage/Recharge
(33) Recharge Reduction IO


Level 20: Mutation
(A) Range IO


Level 22: Radiation Infection
(A) Dark Watcher's Despair - To Hit Debuff
(33) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
(33) Dark Watcher's Despair - Recharge/Endurance
(34) Dark Watcher's Despair - To Hit Debuff/Endurance
(34) Dark Watcher's Despair - Chance for Recharge Slow


Level 24: Enervating Field
(A) Endurance Reduction IO


Level 26: Lingering Radiation
(A) Tempered Readiness - Accuracy/Slow
(34) Tempered Readiness - Damage/Slow
(36) Tempered Readiness - Accuracy/Endurance
(36) Tempered Readiness - Range/Slow
(36) Tempered Readiness - Endurance/Recharge/Slow


Level 28: Spectral Terror
(A) Glimpse of the Abyss - Accuracy/Endurance
(37) Glimpse of the Abyss - Endurance/Fear
(37) Glimpse of the Abyss - Fear/Range
(37) Glimpse of the Abyss - Accuracy/Fear/Recharge
(39) Glimpse of the Abyss - Accuracy/Recharge


Level 30: Group Invisibility
(A) Luck of the Gambler - Recharge Speed


Level 32: Phantasm
(A) Kinetic Crash - Damage/Knockback
(39) Kinetic Crash - Accuracy/Knockback
(39) Kinetic Crash - Recharge/Knockback
(40) Kinetic Crash - Recharge/Endurance
(40) Kinetic Crash - Damage/Endurance/Knockback
(50) Kinetic Crash - Accuracy/Damage/Knockback


Level 35: Fallout
(A) Damage Increase IO
(40) Damage Increase IO
(42) Damage Increase IO


Level 38: EM Pulse
(A) Accuracy IO


Level 41: Mental Blast
(A) Decimation - Accuracy/Damage
(42) Decimation - Damage/Endurance
(42) Decimation - Damage/Recharge
(43) Decimation - Accuracy/Endurance/Recharge
(43) Decimation - Accuracy/Damage/Recharge


Level 44: Mind Over Body
(A) Impervious Skin - Resistance/Endurance
(45) Impervious Skin - Resistance/Recharge
(45) Impervious Skin - Endurance/Recharge
(45) Impervious Skin - Resistance/Endurance/Recharge
(46) Impervious Skin - Status Resistance


Level 47: Psionic Tornado
(A) Positron's Blast - Accuracy/Damage
(48) Positron's Blast - Damage/Endurance
(48) Positron's Blast - Damage/Recharge
(48) Positron's Blast - Damage/Range
(50) Positron's Blast - Accuracy/Damage/Endurance


Level 49: Combat Jumping
(A) Luck of the Gambler - Recharge Speed


Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
------------
Level 1: Brawl
(A) Accuracy IO


Level 1: Sprint
(A) Run Speed IO


Level 2: Rest
(A) Recharge Reduction IO


Level 1: Containment
Level 4: Ninja Run
Level 2: Swift
(A) Flight Speed IO


Level 2: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(50) Numina's Convalescence - Heal


Level 2: Hurdle
(A) Jumping IO


Level 2: Stamina
(A) Performance Shifter - Chance for +End
(43) Performance Shifter - EndMod/Accuracy
(46) Performance Shifter - EndMod
(46) Performance Shifter - EndMod/Recharge





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Posted

I'm in the same boat with perma PA also, and trying to figure out what to do next. I figured that I'd go with Musculature Alpha to help build up more damage and End mod, Probably barrier for defense/res (or Clarion for mez prot), and after that...I'm pretty unsure!


@Nurse Donna
You can find me on Infinity, Exalted, Liberty and sometimes on Virtue or Freedom

 

Posted

Have you taken a look at my Illusion/Rad guide? Link is in my sig. My Perma-PA build is in there, along with an explanation of why I chose what I did. Take a look at the guide for some possible improvements to your build. For example, I went with the Fire APP instead of Psi . . . it provides more damage and a different damage type for those Psi-resistant foes, and Fire Blast and Fireball are faster than Psi Blast and Psi Tornado. Frankly, the only reason to go with the Psi APP is Indomidible Will for mez protection (and there is less of a need for that now).

Want to do more damage? Look at my guide for slotting some Damage into Blind, and for use of the Blind-SW-Blast-SW attack chain. The guide explains how you can take better advantage of the Illusory Damage in SW and PA.

As for the Incarnate stuff: Alpha, I went for Spiritual for Recharge, healing and Slow, but Cardiac has some good stuff, too, with EndRdx, Resist damage and Range. If you are already slotted for capped Damage, then Musclature doesn't really add much. Nerve isn't that helpful, either.

Judgment: I went Pyronic, but Ionic is also tempting. The other two aren't as useful to me.

Interface: I went with Reactive, just to add more damage. Diagmagnetic is also worth considering, but Reactive really stands out. Remember that most of your damage is Psi, which is resisted by a number of foes including Robots. Reactive is Fire Damage.

Lore: Doesn't really matter that I can see, as any pet that adds damage can be useful. I went with Warworks because that was the best at the time, but I haven't really checked out all the new pets. Eventually I would like a Rularuu.

Destiny: This is the really interesting one. I went with Clarion because I had no other mez protection. I rarely get mezzed with my Ill/Rad since the PA take most the aggro, I stay Invis most of the time and use Deceive a lot, but the option of Mez protection without having to take the Psi Pool is just too tempting. I can See where Barrier would be tempting, but only if you have other Defense that you can build on -- i.e. you went with a Defense armor and build for Defense bonuses. Ageless is certainly tempting, too, for the Recharge and Recovery buffs. Ageless lets a less-than-perma-PA build get to Perma-PA.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by filcher View Post
I built an Ill/Rad 'troller and now have perma-pa. I'm starting on the incarnate stuff but I'm unsure of where to go with it. Any suggestions? Here's the build:

Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/

Magus Blackstaff: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Psionic Mastery

Hero Profile:
------------
Level 1: Blind
(A) Unbreakable Constraint - Hold
(3) Unbreakable Constraint - Hold/Recharge
(3) Unbreakable Constraint - Accuracy/Hold/Recharge
(5) Unbreakable Constraint - Accuracy/Recharge
(5) Unbreakable Constraint - Endurance/Hold


Level 1: Radiant Aura
(A) Regenerative Tissue - Heal/Endurance
(7) Regenerative Tissue - Endurance/Recharge
(7) Regenerative Tissue - Heal/Recharge
(9) Regenerative Tissue - Heal/Endurance/Recharge
(9) Regenerative Tissue - +Regeneration


Level 2: Spectral Wounds
(A) Decimation - Accuracy/Damage
(11) Decimation - Damage/Endurance
(11) Decimation - Damage/Recharge
(13) Decimation - Accuracy/Endurance/Recharge
(13) Decimation - Accuracy/Damage/Recharge


Level 4: Accelerate Metabolism
(A) Efficacy Adaptor - EndMod
(15) Efficacy Adaptor - EndMod/Recharge
(15) Efficacy Adaptor - EndMod/Accuracy/Recharge
(17) Efficacy Adaptor - Accuracy/Recharge
(17) Efficacy Adaptor - EndMod/Accuracy
(19) Efficacy Adaptor - EndMod/Endurance


Level 6: Deceive
(A) Coercive Persuasion - Confused
(19) Coercive Persuasion - Confused/Recharge
(21) Coercive Persuasion - Accuracy/Confused/Recharge
(21) Coercive Persuasion - Accuracy/Recharge
(23) Coercive Persuasion - Confused/Endurance


Level 8: Superior Invisibility
(A) Luck of the Gambler - Recharge Speed
(23) Endurance Reduction IO


Level 10: Recall Friend
(A) Range IO


Level 12: Hover
(A) Luck of the Gambler - Recharge Speed
(25) Flight Speed IO


Level 14: Teleport
(A) Jaunt - Range
(25) Jaunt - Endurance
(27) Jaunt - Endurance/Range


Level 16: Hasten
(A) Recharge Reduction IO
(27) Recharge Reduction IO
(29) Recharge Reduction IO


Level 18: Phantom Army
(A) Expedient Reinforcement - Accuracy/Recharge
(29) Expedient Reinforcement - Accuracy/Damage
(31) Expedient Reinforcement - Damage/Endurance
(31) Expedient Reinforcement - Accuracy/Damage/Recharge
(31) Expedient Reinforcement - Endurance/Damage/Recharge
(33) Recharge Reduction IO


Level 20: Mutation
(A) Range IO


Level 22: Radiation Infection
(A) Dark Watcher's Despair - To Hit Debuff
(33) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
(33) Dark Watcher's Despair - Recharge/Endurance
(34) Dark Watcher's Despair - To Hit Debuff/Endurance
(34) Dark Watcher's Despair - Chance for Recharge Slow


Level 24: Enervating Field
(A) Endurance Reduction IO


Level 26: Lingering Radiation
(A) Tempered Readiness - Accuracy/Slow
(34) Tempered Readiness - Damage/Slow
(36) Tempered Readiness - Accuracy/Endurance
(36) Tempered Readiness - Range/Slow
(36) Tempered Readiness - Endurance/Recharge/Slow


Level 28: Spectral Terror
(A) Glimpse of the Abyss - Accuracy/Endurance
(37) Glimpse of the Abyss - Endurance/Fear
(37) Glimpse of the Abyss - Fear/Range
(37) Glimpse of the Abyss - Accuracy/Fear/Recharge
(39) Glimpse of the Abyss - Accuracy/Recharge


Level 30: Group Invisibility
(A) Luck of the Gambler - Recharge Speed


Level 32: Phantasm
(A) Kinetic Crash - Damage/Knockback
(39) Kinetic Crash - Accuracy/Knockback
(39) Kinetic Crash - Recharge/Knockback
(40) Kinetic Crash - Recharge/Endurance
(40) Kinetic Crash - Damage/Endurance/Knockback
(50) Kinetic Crash - Accuracy/Damage/Knockback


Level 35: Fallout
(A) Damage Increase IO
(40) Damage Increase IO
(42) Damage Increase IO


Level 38: EM Pulse
(A) Accuracy IO


Level 41: Mental Blast
(A) Decimation - Accuracy/Damage
(42) Decimation - Damage/Endurance
(42) Decimation - Damage/Recharge
(43) Decimation - Accuracy/Endurance/Recharge
(43) Decimation - Accuracy/Damage/Recharge


Level 44: Mind Over Body
(A) Impervious Skin - Resistance/Endurance
(45) Impervious Skin - Resistance/Recharge
(45) Impervious Skin - Endurance/Recharge
(45) Impervious Skin - Resistance/Endurance/Recharge
(46) Impervious Skin - Status Resistance


Level 47: Psionic Tornado
(A) Positron's Blast - Accuracy/Damage
(48) Positron's Blast - Damage/Endurance
(48) Positron's Blast - Damage/Recharge
(48) Positron's Blast - Damage/Range
(50) Positron's Blast - Accuracy/Damage/Endurance


Level 49: Combat Jumping
(A) Luck of the Gambler - Recharge Speed


Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
------------
Level 1: Brawl
(A) Accuracy IO


Level 1: Sprint
(A) Run Speed IO


Level 2: Rest
(A) Recharge Reduction IO


Level 1: Containment
Level 4: Ninja Run
Level 2: Swift
(A) Flight Speed IO


Level 2: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(50) Numina's Convalescence - Heal


Level 2: Hurdle
(A) Jumping IO


Level 2: Stamina
(A) Performance Shifter - Chance for +End
(43) Performance Shifter - EndMod/Accuracy
(46) Performance Shifter - EndMod
(46) Performance Shifter - EndMod/Recharge





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Personally I'd go for capped S/L.


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

 

Posted

Quote:
Originally Posted by Psiphon View Post
Personally I'd go for capped S/L.
While some people feel that Defense is particularly valuable, I don't find it all that essential on an Ill/Rad. The whole purpose of getting Perma Phantom Army is so that that they will draw aggro. If you are getting attacked a lot, then "yer doin' it wrong." While S/L is certainly the most common type of damage in most of the game, it appears that there is a LOT of Energy and Psi damage in the Incarnate trials, so capping S/L Defense won't help as much.

Opinions differ. I have not sought Defense on my Ill/Rad and feel that I do fine without it. I would have to make a lot of changes and sacrifices to try to cap S/L defense because Illusion/Rad doesn't have some of the powers that will take sets with lots of S/L defense, like Immob (Enfeebled Operation) or melee attacks (Kinetic Combat).
Yes, occasionally I may faceplant when capped S/L defense might have saved me. Oh, well. I don't want to give up some of my situational powers (Recall Friend, Mutation) to get the fighting pool or Leadership. I just don't feel it is worth 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

 

Posted

Quote:
Originally Posted by Local_Man View Post
While some people feel that Defense is particularly valuable, I don't find it all that essential on an Ill/Rad. The whole purpose of getting Perma Phantom Army is so that that they will draw aggro. If you are getting attacked a lot, then "yer doin' it wrong." While S/L is certainly the most common type of damage in most of the game, it appears that there is a LOT of Energy and Psi damage in the Incarnate trials, so capping S/L Defense won't help as much.

Opinions differ. I have not sought Defense on my Ill/Rad and feel that I do fine without it. I would have to make a lot of changes and sacrifices to try to cap S/L defense because Illusion/Rad doesn't have some of the powers that will take sets with lots of S/L defense, like Immob (Enfeebled Operation) or melee attacks (Kinetic Combat).
Yes, occasionally I may faceplant when capped S/L defense might have saved me. Oh, well. I don't want to give up some of my situational powers (Recall Friend, Mutation) to get the fighting pool or Leadership. I just don't feel it is worth it.
I completely agree with what your saying but on the basis that perma PA had been achieved I'd play the percentage game and go with S/L defense.


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

 

Posted

Now that you have a Perma Ill/Rad? You go solo the STF!

I'm serious. The only thing perma PA lets you do that you can't do otherwise is solo AVs. So to me, the only REASON to get perma PA is to solo those AVs.

If you want this to be even easier, make sure you get at least a Rare Alpha for the +1 level boost. I'd say go for +damage, as that's the one thing you're lacking as an Illu (Stupid heal-back illusionary damage!). For Interface, go for the -res/DoT combo., as your secondary will take care of debuffing your foes.

For Lore pets... can't go wrong with Phantoms!

Mind you, the thing -i- don't like about Lore pets is that they're transparent with ghostly tendrils around them. It's hard to justify having an actual follower when the game tries so hard to remind you that it's just a spirit, which is why i'd rather avoid IDF, Longbow, Arachnos, etc. But Wisps, storm elementals and Phantoms don't look bad with these effects, so... yeah. Min/Max wise, they're all pretty similar, so just go with what you think will look good!


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Quote:
Originally Posted by EmperorSteele View Post
Now that you have a Perma Ill/Rad? You go solo the STF!

I'm serious. The only thing perma PA lets you do that you can't do otherwise is solo AVs. So to me, the only REASON to get perma PA is to solo those AVs.

If you want this to be even easier, make sure you get at least a Rare Alpha for the +1 level boost. I'd say go for +damage, as that's the one thing you're lacking as an Illu (Stupid heal-back illusionary damage!). For Interface, go for the -res/DoT combo., as your secondary will take care of debuffing your foes.

For Lore pets... can't go wrong with Phantoms!

Mind you, the thing -i- don't like about Lore pets is that they're transparent with ghostly tendrils around them. It's hard to justify having an actual follower when the game tries so hard to remind you that it's just a spirit, which is why i'd rather avoid IDF, Longbow, Arachnos, etc. But Wisps, storm elementals and Phantoms don't look bad with these effects, so... yeah. Min/Max wise, they're all pretty similar, so just go with what you think will look good!

No offense, but I disagree that the only reason to get Perma PA is to solo AVs. Perma PA lets you do a lot of things that you couldn't do before -- always having PA out (or available to cast) means you don't have to take breaks waiting for PA. You can go from one group to the next, leading your PA (while you are invisibile) to take aggro, then picking foes off one by one while they are all distracted by the PA. You never have to worry about the aggro you might generate by using the Rad debuffs. Phanty lasts longer, even if he stupidly runs into melee. You are free to use Spooky on that group over there, because PA will keep the attention of this group over here.

And as for the +Damage Alpha? Once you have everything slotted for ED capped damage, the damage benefit is pretty minimal. The other Alpha choices offer some pretty nice benefits. Especially if you have an underslotted Resistance Armor, the Cardiac is pretty nice.

And the heal-back Illusory damage can be used effectively as long as you kill quickly enough. That's why I recommend taking out Minions first with your Blind-SW-Blast-SW attack chain. You can kill them quickly (thereby retaining the Illusory damage). Killing the Minions first will also concentrate your pets on the tougher targets, allowing you to kill them more quickly. If you focus on the fewer tough targets first, the pets spread out more since they have more targets to attack.


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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Er, sorry, perhaps I should have specified what I meant...

I'm not talking Perma PA vs "no recharge at all PA", I mean Perma Vs having only like 10-15 seconds of downtime. I mean heck, RA, hasten, and 3 slots worth of recharge in PA brings its downtime to a paltry 20 seconds. Sure, that's a long time between spawns (And doesn't take into account that hasten itself isn't perma), but you're certainly not gonna solo an AV that way. Add some bonuses and you're down to only a few seconds, which isn't a bad wait time between spawns... of course, in those few seconds, an AV will kill you.

Though I see your point on everything else. I just sort of presumed that going after all recharge might have made him give up damage, though obviously that's not necessarily the case...


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Posted

Quote:
Originally Posted by EmperorSteele View Post
Er, sorry, perhaps I should have specified what I meant...

I'm not talking Perma PA vs "no recharge at all PA", I mean Perma Vs having only like 10-15 seconds of downtime. I mean heck, RA, hasten, and 3 slots worth of recharge in PA brings its downtime to a paltry 20 seconds. Sure, that's a long time between spawns (And doesn't take into account that hasten itself isn't perma), but you're certainly not gonna solo an AV that way. Add some bonuses and you're down to only a few seconds, which isn't a bad wait time between spawns... of course, in those few seconds, an AV will kill you.

Though I see your point on everything else. I just sort of presumed that going after all recharge might have made him give up damage, though obviously that's not necessarily the case...
If you take a look at the build in my Illusion/Radiation guide, you will see that you can achieve Perma-PA (where PA recharges in about 58 seconds) AND keep almost all your damage powers slotted for ED capped Damage. Blind is almost capped for Damage while still keeping some slotting for Hold; Spectral Wounds, Phantom Army and Phantasm are capped for damage with some build-up bonuses; and the APP blast and AoE attacks are capped for Damage.

Perma-PA means that you don't have to worry about managing your PA's cast time when deciding whether to go on to the next spawn or waiting for the next ambush. Instead, you worry about positioning.

Even for the best of a Perma-PA build, there is a small gap time caused by the way in which PA disappear when a new set are being cast. Sometimes you have to be careful against some AVs or other tough foes because the PA aggro will shift to the Illusionist for that brief time during the re-cast. But that can be handled in a variety of ways, like using landscape and corners, or getting Phanty to use his decoy.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Local_Man View Post
getting Phanty to use his decoy.
Is the meleebug for Pets fixed?


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Posted

Quote:
Originally Posted by vernichterhelge View Post
Is the meleebug for Pets fixed?
nope, not yet. But it almost seems to be a little bit better. I still see Phanty run into melee though.


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