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


Amy_Amp

 

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Quote:
Originally Posted by Reppu View Post
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!
My other worry is that Illusion trollers won't be able to take advantage of the PBAoE toggle. It looks to me like a great source of mitigation, but it blows Superior Invisibility out of the works and drags you into melee, while an Ill/Rad can stay at range.


Too many alts to list.

 

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Temporal selection is the only time manipulation power that needs another target to be good. Temporal mending and chornoshift are both very similar to rad abilities that illusion controllers love, and the buff farsight provides is decent enough to be worth using just for yourself. My biggest problem with the pair is that Time's Juncture requires you to go into melee, which illusion trollers should avoid as a general rule.


 

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Ill/Rad is strong at taking down AVs and giant monsters. Indeed, there some that can solo Luska with an Ill/Rad.

Ill/Rad doesn't help as much in large groups of critters such as in the trials. By that point, all the ATs are strong and can hold their own well in a team. Since Rad is so dependent on anchors, they suffer a bit because the brute or scrapper will take down you anchor really quick and much of the rest of the spawns will be cut down by your team before Rad's debuffs cycle back up.

What you're missing: Ill/Rad is a strong soloer, not as ideal for spawns of critters.


Malakim

-Playing since COH beta and still love the game!

 

Posted

Quote:
Originally Posted by Malakim View Post
Ill/Rad is strong at taking down AVs and giant monsters. Indeed, there some that can solo Luska with an Ill/Rad.

Ill/Rad doesn't help as much in large groups of critters such as in the trials. By that point, all the ATs are strong and can hold their own well in a team. Since Rad is so dependent on anchors, they suffer a bit because the brute or scrapper will take down you anchor really quick and much of the rest of the spawns will be cut down by your team before Rad's debuffs cycle back up.

What you're missing: Ill/Rad is a strong soloer, not as ideal for spawns of critters.
Saying an Ill/Rad doesn't help much "in large groups of critters such as the trials" ignores the signficant contributions an Ill/Rad brings to a team. First, you have your debuffs . . . even if you only throw out EF on the longest surviving foe in a group, you have still helped the team take down those foes faster. Second, you have 3 PA, a Phanty and Phanty's decoy and YOU attacking foes. Your pets draw aggro while you can control and attack foes one by one (not including AoE attacks from your APP set -- like Fireball). Third, you can take foes out of the fight (Deceive, Flash, Spectral Terror, Blind) to limit the damage taken by teammates.

Even in the BAF and Lambda trials, my Ill/Rad provides a signficant contribution. EF on the foe who will, most likely, last the longest. Even if it is only a few seconds, that foe and the ones around it will go down faster while those foes put out less damage. PA, Phanty and his decoy often draw the attention of the "adds" to help many of the "squishier" teammates survive longer while contributing to the overall damage. And I contribute my own damage which is not insignificant. An Ill/Rad may add more to the team than some

You know the part of the BAF with the prisioner escape? PA and Phanty certainly help there by shooting at every prisoner who runs by. Also, you know about the small AoE sleep that goes with Blind? I have been finding that in that part of the BAF trial, it is not uncommon to blind a foe and hit 1-3 other foes with the sleep. And that takes more minions out of the "race" to allow the higher damage teammates to focus on the guys who can't be controlled.


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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Certainly Local_Man, I agree with all that you've posted in this thread.

Do keep in mind I tried to communicate that it may not help "as much" as opposed to 'not helping much'. Ill/Rad is undeniably a strong set - even in helping with scores of critters as you've described.

I was trying to answer the original poster's question as to what was he missing with regards to Ill/Rad. Why did the poster feel that the set was lack luster at 50?

I've played a couple Rads to 50 myself and similarly found my anchors dying quick a bit of an annoyance to me. I know many of my Rad SG friends in Faithful Fans of Fallout love Rad in all its forms, so I can concede to being the odd one out in this regard.


Malakim

-Playing since COH beta and still love the game!

 

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Your anchor in the trials is the AV and in groups its the strongest foe. If your anchors are dying too fast then you are most likely not anchoring the correct foe.


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

 

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I loves my ill/rad combo. I recently dusted it off to get newer incarnate abilities for it ... but the lack-time from not playing it has made my play-style to it a bit rusted. The toon has solo'd many GM's cause hunting AV's was not enough challenge for it. It has perma-PA and decent recharge. Although lately, the newer mobs have been a bit challenging because now, I am beginning to feel the toon must have more defenses to it. Villains (PVE) are almost killing the toon with just 2 shots.