Ill/Rad....ok, what am i missing?


Amy_Amp

 

Posted

So I see Ill/Rad mentioned all the time when powerful controllers are mentioned. Having read about them I finally made, and leveled one to 50. Once at 50 I invested in sets and hit the TFs for some fun. Well, I was less than blown away to be honest.

First off, Ill:

PA was a very handy power while lvling, but at lvl 50, I found it caused problems as they would often attack other groups drawing aggro to the the team. I found myself only calling on them when there was an AV to fight.

Phantom is another nice leveling power, but at 50, I had more people asking me to dismiss him then wanted him around. Tanks especially didn't like him because of the knockback, so again, he only comes out to play when there is an AV.

Spooky can come in handy at times. the fear is pretyt powerful, but again, a far more handy leveling power than a lvl 50 power.

Blind, Spectral Wounds and Deceive are all decent powers, but nothing to write home about and Flash, while good, has too large of a recharge to be useful.


Now for Rad

Rad has an OK heal, and AM is definitely a fantastic buff, but Rad is really known for its debuffs. All but 1 of the debuffs need anchors, and there lies the problem. When playing on a lvl 50 team, by the time an anchor is made, the spawn is dead and everyone is moving on. Its pointless to even debuff a group unless you're using Lingering Rad, which is the only AOE debuff. Again, just like with Ill, most of the powers are pointless to use unless its an AV or maybe an EB.

Please don't get me wrong, I'm NOT saying that this set is weak. It isn't by any means. And I'll be more than willing to admit I'm wrong, perhaps I'm just playing the set wrong. All I know is that this AT was a blast to level up (which is why I don't feel it was a waste to level up at all, I love the journey too) but once I got to 50, the bottom fell out.

So again I ask. What am I missing?


 

Posted

Ya I dunno. PA is on a pretty tight leash, they shouldn't be running off into other spawns. Click where you want them to spawn and then you usually have to invis drag them to the next group. Unless the spawns are really close together, but if PA is aggroing on them then they were going to be on you shortly anyway, so may as well be attacking an indestructible pet.

Spooky is great all the time I find. Granted you may not always see a tangible difference in gameplay, the fear and tohit debuff do significantly soften the output of most enemies.

Phantasm...ya the melee bug makes him splat pretty often. But you are probably running with a kb nazi if someone is whining about it his kb.

Flash is a pretty standard controller aoe hold. They all recharge in 240 sec. At the very least it is easy to get off for illusion as you don't tend to have a lot of aggro on your character compared to say a fire troller.

I mostly agree with your comments about rad. I've run it to 50 on both a corr and a def and largely feel it is overrated as an endgame set. It is awesome while leveling though, matures early and has tremendous impact on fights. At 50 though it is kinda slow and the anchor aoe's aren't that large. I feel cold is a vastly superior endgame set.

that said, the issues with rad in late game aren't really rad's fault, but rather that teams get so powerful and just munch content so quickly. It is awesome in earlier levels where fights last a bit longer and enemies live long enough to bunch up. Late game I just throw EF on a boss and/or LR on the spawn and then blast. Using RI is often a waste of time like you mention.


 

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I've been hearing a lot of good things about cold and have been thinking about giving that a shot. Not sure yet what I'll pair with it yet but that will come with time.


 

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I just want to clarify that LR isn't the only AoE debuff. RI and EF are as well. In the level 50 game a number of powers and sets get downplayed. They lean towards support sets and really towards MMs. All the more so on speed teams, but then that's kind of the point. You do what is minimally needed and then move on. Rad is one of the bigger losers in the end game stuff, but I have no real issue with Ill outside of it being virtually ignored in the prisoner escapee phase in BAF. I have yet had anybody complain about Phant. If PA aggros an extra mob, then it has a strong enough taunt aura to lock things onto it and I have controls to handle "oh crap moments" via Flash and EM Pulse.


 

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The thing about Rad's debuffs, as I understand them, is that they kill on tough single-target fights. Usually when I hear about the unmitigated curb-stomping slaughter of Ill/Rad, it's in reference to their exceptional ability to solo AVs through a combination of massive debuffs, and the unusually (For a control set) high damage of Illusion.


Ice/Ice Blaster. Dedication to concept is an ugly thing.
Claws/WP Brute. Sex without the angst.
Every CoX character lies somewhere on this spectrum.

 

Posted

Look at it this way, if your team is chewing through enemies so fast then why the need for the debuffs anyway? Anchored or otherwise. At this point you may need to turn the difficulty up or find tougher enemies. It's common practice to want to put the anchor on a boss in a mob, and then you find the team focuses on that mob. People tend to want to take out the biggest threat first; it's understandable. What I try to do is find a lieut. in the back of the pack and cast on them to give your debuffs a little more time if possible. But if my teammates kill them, oh well, that's the point anyway. Post 50 you will find that your debuffs are usually best served on tough enemies like AVs and GMs which is great as you'll be dealing with a lot of them in the late and end game.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by Deathstroke33 View Post
So I see Ill/Rad mentioned all the time when powerful controllers are mentioned. Having read about them I finally made, and leveled one to 50. Once at 50 I invested in sets and hit the TFs for some fun. Well, I was less than blown away to be honest.

First off, Ill:

PA was a very handy power while lvling, but at lvl 50, I found it caused problems as they would often attack other groups drawing aggro to the the team. I found myself only calling on them when there was an AV to fight.

Phantom is another nice leveling power, but at 50, I had more people asking me to dismiss him then wanted him around. Tanks especially didn't like him because of the knockback, so again, he only comes out to play when there is an AV.

Spooky can come in handy at times. the fear is pretyt powerful, but again, a far more handy leveling power than a lvl 50 power.

Blind, Spectral Wounds and Deceive are all decent powers, but nothing to write home about and Flash, while good, has too large of a recharge to be useful.


Now for Rad

Rad has an OK heal, and AM is definitely a fantastic buff, but Rad is really known for its debuffs. All but 1 of the debuffs need anchors, and there lies the problem. When playing on a lvl 50 team, by the time an anchor is made, the spawn is dead and everyone is moving on. Its pointless to even debuff a group unless you're using Lingering Rad, which is the only AOE debuff. Again, just like with Ill, most of the powers are pointless to use unless its an AV or maybe an EB.

Please don't get me wrong, I'm NOT saying that this set is weak. It isn't by any means. And I'll be more than willing to admit I'm wrong, perhaps I'm just playing the set wrong. All I know is that this AT was a blast to level up (which is why I don't feel it was a waste to level up at all, I love the journey too) but once I got to 50, the bottom fell out.

So again I ask. What am I missing?
Take a look at my Illusion/Rad guide, linked in my sig. Throughout the guide, but especially in the last section, there are strategy suggestions. I have included discussions about using PA, how to choose your anchor for the debuffs and the problems with Phantasm.

I feel strongly that Ill/Rad is best played at range. Stay out of melee as much as possible. In some cases, play from overhead using Hover. The only powers you have that require melee are Flash and EM Pulse, and those are, quite frankly, situational powers. One huge advantage of staying at range . . . Phanty's knockback is rarely a problem. When a foe comes toward you, Phanty is there to knock the foe back towards the rest of the group. (I haven't had a teammate complain about Phanty's knockback in a very, very long time.) If Phanty does knock a foe away, then that's the one you should take down.

Staying at range also lets you get a better view of the fight. It also helps Phantom Army stay together. The pets have a kind of "invisible leash" that keeps them near you. If you stay back out of melee, the room for them to "roam" is less and they will tend to stay more concentrated.

Another aspect of PA . . . nobody, but nobody takes an alpha strike better than PA. Really good tanks understand this and are willing to let PA take the first hit against hard foes. Most don't. When coming up against something that hits hard, the team should let PA go in first. In other parts of the game, PA work as a great secondary tank, gathering the aggro near the edges of the tank's aggro area. Instead of asking them to act as a main tank when you already have one (and it might hurt the Tank's ego to learn that PA are a better tank than he is), cast them to the side to draw the aggro from a few straglers who might otherwise choose to shoot at the squishier characters who stay at range, like Defenders, Blasters, Corruptors, etc. After they have been cast, you lead them around (while you stay invisible) into the edge of the tank's aggro, helping to protect your teammates while doing damage.

As far as the Rad anchor are concerned, my first choice is to always use EF. It has a significant Resistance Debuff that will help me and the team take down foes faster. It is far more important on a fast moving team than LR, that provides Slow, -Recharge and -Regen. RI is great, but the animation time is so slow that the target is usually dead before you finish, so I save RI for only the toughest targets. When choosing an anchor, try to understand your team. You want to pick an anchor who will live the longest to provide the debuff for as long as possible . . . but ultimately the goal is to defeat the foes, so if your anchor gets defeated, it should be no big thing.

Most players tend to kill groups front to back. Scrappers and single-target Blasters tend to focus on the toughest guys, like bosses. AoE guys usually try to wipe out the minions quickly. So often the best choice for an anchor is a lieutenant near the back of the group. Hit him with EF and then don't worry about the other debuffs until the team slows down in killing speed.

As a general rule, when I get to a group I take a look to see if there are any problem foes (mez or significant debuffs). Sappers are a main target . . . for Decieve. Take them out before the team aggros the group. If you have a moderately competant Tank, then I let him gather the aggro (while deceiving a guy or two), and then pick my Anchor for EF. Then I usually pick some minion or Lieut nearby to hit with my Blind-SW-Blast-SW combo (you do have one of the APP Blast powers, don't you?). Minions usually drop with one chain. Lieut may take two. Phanty should stay back with you to act as a bodyguard, knocking back any foes who get near you.

This strategy needs to be adjusted to a lot of other situations, but staying at range makes an Ill/Rad far more effective.


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

Ill/Rad is a controller ideal for killing strong enemies, tanking enemy mobs, and mild control.

It's sort of like a tanker, a blaster, and a controller all mixed together, and it helps to play to those strengths.

And what do tanks, blasters, and controllers all have in common? Positioning.

That's where the invis comes in.

When you have a tanker, just hop into the mob long enough to get PA on their tails, and then back away to a place where they won't be able to aggro anything on their return trip to you. Phantasm follows you more closely, so let it be your personal tanker and knock enemies away from your position. Throw LR and EF on, toss in some holds and confuses with focus on frustrating enemies, and wittle down minions and Lieutenants while watching your team in case a heal is needed. You can also hop in and use your invisibility as a cover to fire off Flash and EMPulse for some nice lockdown, but be sure to have PA up and actively taking aggro when you do so.

Hover and Ill/Rad are friends. You can float right above a mob out of melee range, and your pets will just look around for something to hit for a couple of seconds and then give up and wait for your lead. Frankly, mine almost never touches his feet to the ground.

If you're looking for an omega controller with mighty damage that can help muscle through the late game, then Plant/Storm or Fire/Kin more be more up your alley. An Ill/Rad troller is sort of its own unique entity, cousin to the more team-friendly Ill/Cold.


Too many alts to list.

 

Posted

Quote:
Originally Posted by Tramontane View Post
The thing about Rad's debuffs, as I understand them, is that they kill on tough single-target fights. Usually when I hear about the unmitigated curb-stomping slaughter of Ill/Rad, it's in reference to their exceptional ability to solo AVs through a combination of massive debuffs, and the unusually (For a control set) high damage of Illusion.
No, they are AoE debuffs. They affect foes in a 15 ft radius around the anchor. Ill/Rad can be very, very effective on teams killing groups even though it does not have, until the APP sets, any real AoE damage. EF + an AoE damage power (like Fireball) can add some decent AoE damage, especially if you can double the damage with Containment.


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

I understand that the anchor debuffs are AOEs also, Its just that LR is the only one that doesn't require an anchor, just a target for the debuff to hit. And Local, your guide is a big reason I tried an Ill/Rad. As I said, I don't think its weak by any means, I've just found it underwhelming Post 50 set. But again, it could be me.


 

Posted

If you are investing in sets, make sure you get PA to perma.

If you are not casting PA after they reset in the middle of group you want to attack, you are using them to their full advantage.


 

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Coming from an endgame focused Corr, I use EF constantly.

There are a ton of hard to kill mobs on trials, mobs that do not fall over at the slightest breeze.

I like Warwalkers (who take a while to die due to sheer HP/resistances) or some of the randomly floating around Commanders who are bosses, but they are generally lesser priority targets and often stick around to the end.

For a controller LR is your boss fight magic. My corr uses it on regular groups to keep them from running willy nilly for Rain of Fire.


RI is there when you need it, but you don't need it all of the time. Its great when you do need it.

All three are basically amazing on BAF, where waves of ambushes rush to their AVs who are functioning as anchors for both toggles and can be perpetually debuffed with LR. All the while you still just get to stand there and shoot the hell out of stuff.

And then...you have a lot of free time to shoot stuff, a super useful and easy to maintain buff (AM) and a way to keep your HP topped off (RA).

Sometimes you get to blow up your friends.


So if you notice the theme here, I like /Rad because it gives me more time to shoot stuff. As a Controller, I guess YMMV.


 

Posted

Hee. After completing my Ill/Rad build (Nearly identical to Local Man's, with I think maybe one slot placed differently because I don't trust build up Procs on ST attacks) I didn't play another character for WEEKS. I solo'd every EB and AV I could get my hands on, ran piles of TFs, and got all of his Incarnate slots to T3 (two of which are now T4). Walked away from the wreckage with nearly 1200 merits by the time I could put the character down, and it was honestly not even close to helping my recoup my financials after buying everything I needed for that beautiful, horribly expensive build.

On the way to 50? It was pretty-much the same, only slower. The recharge is what makes the character.


Too many alts to list.

 

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Quote:
Originally Posted by Deathstroke33 View Post
I've been hearing a lot of good things about cold and have been thinking about giving that a shot. Not sure yet what I'll pair with it yet but that will come with time.

Well ill/cold is significantly better than ill/rad at taking out the big hitters like AVs.

For faster moving teams the shields are better than RI because they arent limited by things lime being enemy based or subject to the purple patch. They were just recently made aoe too so buffing everyone is fast now.

Basically sleet+shields is better for faster teams than RI+EF+LR

that said rad is stil super strong. AM is a gorgeous buff (though i love heatloss buff too).
Rad is a lot easier to build and like i said in my first post it is amazing in the pre 50 game.

Plant, earth, and ill are all tremendous difference makers with cold.


Unless you are in a hurry i'd wait to check out time manip.


 

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Quote:
Originally Posted by Local_Man View Post
No, they are AoE debuffs. They affect foes in a 15 ft radius around the anchor. Ill/Rad can be very, very effective on teams killing groups even though it does not have, until the APP sets, any real AoE damage. EF + an AoE damage power (like Fireball) can add some decent AoE damage, especially if you can double the damage with Containment.
Yes, but they're AoE debuffs that center on a single target and go away if he dies. The only anchors who are consistently the last ones down are EBs, AVs, and GMs. And Ill/Rad is one of the controllers you see soloing AVs and GMs all the time. Which was my point.


Ice/Ice Blaster. Dedication to concept is an ugly thing.
Claws/WP Brute. Sex without the angst.
Every CoX character lies somewhere on this spectrum.

 

Posted

Quote:
Originally Posted by Tramontane View Post
Yes, but they're AoE debuffs that center on a single target and go away if he dies. The only anchors who are consistently the last ones down are EBs, AVs, and GMs. And Ill/Rad is one of the controllers you see soloing AVs and GMs all the time. Which was my point.
That may have been what you meant, but it is not what you said. You said "they kill on tough single-target fights." Someone who doesn't know the Rad set might think that RI and EF are the same as Cold's Infridgidate and Benumb, which actually ARE single target debuffs.

No question that an Ill/Rad can handle tough single target fights, but those debuffs also provide an AoE benefit. If you can get it applied before AoE damage powers are fired off, it can add decent debuffs to the entire group around the anchor. Even if the anchor is killed, the debuffs did their job.

Which was my point.


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

 

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My Ill/Rad is a great team player for debuffs and is a BEAST at killing AV's...an absolute BEAST!. Perma PA has its benefits.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

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I am not sure about this, but I read somewhere in the beta forums that anchor debuffs are going to remain affecting the foes even after the anchor dies in i21. If that is true, it's a great thing for rad overall. I do intend on making a Ill, I am just unsure on which secondary to pick, between rad and storm.


 

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Quote:
Originally Posted by Dal View Post
I am not sure about this, but I read somewhere in the beta forums that anchor debuffs are going to remain affecting the foes even after the anchor dies in i21. If that is true, it's a great thing for rad overall. I do intend on making a Ill, I am just unsure on which secondary to pick, between rad and storm.
You misinterpreted the post that you read.

The post stated that long-activation powers would have their effects work properly if the initial target dies during the activation time (or initial hit from the power). Powers like Transfusion and Transference, and Ionic Judgement as well as other chain-type powers.

Toggled anchor-based powers like Radiation Infection and Enervating Field? New target, retoggle.


 

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Quote:
Originally Posted by Lady_of_Ysgard View Post
You misinterpreted the post that you read.

The post stated that long-activation powers would have their effects work properly if the initial target dies during the activation time (or initial hit from the power). Powers like Transfusion and Transference, and Ionic Judgement as well as other chain-type powers.

Toggled anchor-based powers like Radiation Infection and Enervating Field? New target, retoggle.
That's a shame. My apologies for the misinterpretation then, I should have sought and read the post I got that idea from to make sure before giving false hopes to people.


 

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Quote:
Originally Posted by Amy_Amp View Post
In the level 50 game a number of powers and sets get downplayed. They lean towards support sets and really towards MMs. All the more so on speed teams, but then that's kind of the point. You do what is minimally needed and then move on. Rad is one of the bigger losers in the end game stuff, but I have no real issue with Ill outside of it being virtually ignored in the prisoner escapee phase in BAF. I have yet had anybody complain about Phant. If PA aggros an extra mob, then it has a strong enough taunt aura to lock things onto it and I have controls to handle "oh crap moments" via Flash and EM Pulse.
Debuffs are actually very useful on speed teams, since they make it easier to spike hard targets (AVs etc.), and Rad is actually in a better position than most on really fast-moving teams because EF recharges a lot faster than most -Res powers. My cold corr sometimes runs into a problem where even with high recharge, by the time sleet has recharged the team is already halfway eating through the next spawn.

The real downside of rad vs. other debuff sets is that since its -Res power is not pseudopet based, it does not stack and for Controllers it is weaker (e.g. Controller EF = -22.5 res, Controller sleet = -30 res).


 

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Quote:
Originally Posted by Laevateinn View Post
Debuffs are actually very useful on speed teams, since they make it easier to spike hard targets (AVs etc.), and Rad is actually in a better position than most on really fast-moving teams because EF recharges a lot faster than most -Res powers. My cold corr sometimes runs into a problem where even with high recharge, by the time sleet has recharged the team is already halfway eating through the next spawn.

The real downside of rad vs. other debuff sets is that since its -Res power is not pseudopet based, it does not stack and for Controllers it is weaker (e.g. Controller EF = -22.5 res, Controller sleet = -30 res).
One of the first things I do on faster teams is throw out EF on a foe near the back of any group -- on level 50 teams, if you don't do it fast then somebody will throw out Judgement before you can. While it makes little difference to the minions (they all die pretty quickly), it does make it faster to take down the Lieutenants and Bosses. Folks with other types of debuffs (like Freezing Rain or Sleet, or the other Cold debuffs, or TA's Dispersion and Acid Arrows) usually don't have them up for every group, so the net effect of EF may, overall, be more even though the amount of the debuff is 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

 

Posted

Ill/rad's strength against hard targets has been mentioned but what I don't believe has been pointed out yet is that illusion is a proc machine. Specifically, reactive 75% chance for fire damage. I happen to know someone with an ill/cold who got bored of soloing level 54 AVs because it was too easy.


 

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Quote:
Originally Posted by PleaseRecycle View Post
Ill/rad's strength against hard targets has been mentioned but what I don't believe has been pointed out yet is that illusion is a proc machine. Specifically, reactive 75% chance for fire damage. I happen to know someone with an ill/cold who got bored of soloing level 54 AVs because it was too easy.
That's quite true. Ill/Cold has a whole lot going for it.

I thought hard about making an Ill/Time controller, but the more I see it, the more I'd prefer to play the set as a Mastermind. The AoE Buffs beg for more pets than the single buff-able bet that Illusion controller have, and the lack of personal damage buffs can be offset by having lots of minions while you focus on healing and debuffing.


Too many alts to list.

 

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Quote:
Originally Posted by Mr_Grumpums View Post
That's quite true. Ill/Cold has a whole lot going for it.

I thought hard about making an Ill/Time controller, but the more I see it, the more I'd prefer to play the set as a Mastermind. The AoE Buffs beg for more pets than the single buff-able bet that Illusion controller have, and the lack of personal damage buffs can be offset by having lots of minions while you focus on healing and debuffing.
Mastermind pets are like Phantom Army pets, except they can die horrible, horrible deaths.

Also, the AoE buffs you speak of? Farsight, sure. Chrono Shift kinda useless on MM pets.

And really, this is like saying Rad isn't good on Ill because of AM!