Soft-Cap Def or Ranged Cap Def, Illus/Rad???


Helluva_Goon

 

Posted

I've had my Illus/Rad Troller for some time now and it is a great troller to play (IMO). If played right it is said that defenses are not necessary and that is where I get these embarrassing issues at dying in front of my teammates during those crucial moments when my team needs me the most.

Partially my play style with it is using Fly mostly at all times to see the big picture better, too, keeping out of melee range as well. With that said I cannot determine rather this toon’s defenses should be better with S/L soft-capped defenses or ranged capped defenses. How would either capped defenses work with this AT type? Or is it possible to have both, S/L and ranged defense?

My dying issues come when PA does not hold agro of all and a few gets aim of my presence and one-shots me. LOL In some cases there are minions that kills me in 2 shots.

Here is a build I’ve worked on to get its S/L defense soft capped.
I strongly appreciate your efforts in giving any viable input. Thanks

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Goonus Kahn 12-07-2011: Level 50 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Spectral Wounds -- (A)(3)(3)(5)(5)
Level 1: Radiant Aura -- (A)(7)(9)(9)(11)
Level 2: Blind -- (A)(11)(13)(13)(15)(15)
Level 4: Radiation Infection -- (A)(17)(17)(19)(19)(21)
Level 6: Fly -- (A)(7)(21)(23)
Level 8: Accelerate Metabolism -- (A)(34)(39)(39)(42)(50)
Level 10: Superior Invisibility -- (A)(39)(40)(50)
Level 12: Enervating Field -- (A)(27)
Level 14: Deceive -- (A)(34)(48)(48)(48)
Level 16: Hasten -- (A)(50)
Level 18: Phantom Army -- (A)(43)(43)(46)(46)(46)
Level 20: Lingering Radiation -- (A)
Level 22: Boxing -- (A)(34)(37)(40)
Level 24: Tough -- (A)(27)(31)(31)
Level 26: Spectral Terror -- (A)
Level 28: Weave -- (A)(29)(29)(31)
Level 30: Maneuvers -- (A)
Level 32: Phantasm -- (A)(33)(33)(33)
Level 35: Tactics -- (A)(36)(36)(36)(37)(37)
Level 38: Group Invisibility -- (A)
Level 41: Poisonous Ray -- (A)(42)
Level 44: Scorpion Shield -- (A)(45)(45)(45)
Level 47: Disruptor Blast -- (A)
Level 49: Super Speed -- (A)
Level 50: Spiritual Core Paragon
------------
Level 2: Swift -- (A)
Level 2: Health -- (A)(25)
Level 2: Hurdle -- (A)
Level 2: Stamina -- (A)(23)(25)
Level 1: Brawl -- (A)(40)(42)(43)
Level 1: Containment
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 4: Ninja Run



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Posted

You are using other forms of control, correct? Dropping PA then spectral terror should take care of most spawns. Add to that a good dose of deceive and debuffs and you should be very safe. For Illusion characters recharge heavy builds will do more (IMHO) than defense will. Perma PA will close that window where aggro falls to you.

If you are dying too much as a controller it's not because you don't have high enough defenses; it is because you aren't practicing good aggro management, over stepping realistic difficulty (biting off more than you can chew), and/or not using your controls enough or properly. Defense is nice, but not necessary for proper control play, even aggressive control play. *Personally, boxing-tough-weave is a waste of three power choices on the typical controller, especially an Ill/Rad.



(*I can see in instances where you can stack with primary or secondary powers i.e. sonic, FF, etc.)


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

 

Posted

I fully agree with Mental Maden. None of my Illusion Controllers are built for Defense. I can manage the aggro with PA, Spooky (Spectral Terror), Flash, Phanty, Deceive and Blind. The only time I have significant issues are those occasional ambushes that ignore my pets and make a bee-line straight for me . . . I can take one or two out with Blind and Deceive, but if it is a crowd, I may have to run or occasionally faceplant . . . which is no big thing since debt means nothing.


An Ill/Rad has lots of tools for avoiding aggro.

  1. Do you have enough Recovery to stay invisible all the time? Staying at range and invisible will help you avoid most aggro even if you are attacking.
  2. Use Deceive on any foes who notice you -- it lets you turn aside foes without alerting others. If you use Blind, you may alert others.
  3. Unless you are using PA to take the alpha, let the tank (and other melee guys) get the aggro first before you attack. As the tank runs in, I will often use Deceive to take out a boss or a foe with some kind of troublesome ability (like a debuff -- Deceive can often turn that debuff back on the foes, resulting in much better results than if you had held or killed that foe). After the tank has aggro, I don't have to be so careful.
  4. Don't use AoE attacks on groups larger than what PA (or your tank) can distract. The foes around the edges of your AoE attack will aggro on you. Once PA or the tank have the aggro, then feel free to use your AoE attack. I usually wait until after I have applied EF to get more damage.
  5. Focus on the targets who already are focused on your PA, or Deceive a foe before you take him down with your single target attack chain. Your attacks will draw aggro to you unless the other foes are already distracted with PA or Phanty, or if that foe is Confused.
  6. For tough foes, remember that RI has a significant ToHit Debuff. That's somewhat equivalent to defense.
  7. Stay at range and be prepared to run if you draw too much aggro.


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 Zombie Man View Post
Hover gives you more global Defense and costs less End than Fly and can become a mule for LotG+Recharge. If you get Steam Pack Jump and GvE Jump Pack, you can make Hover hit the Fly cap nearly all the time on command.
This is one of the reasons I love my Speed on Demand binds from the old CityBinder program. I have both Hover and Fly. When I am sitting in the air, I am in Hover. As soon as I hit any directional key, the binds automatically activate Fly for as long as I hold that directional key. As soon as I let go of the directional key, the binds put me back into Hover. I never have to worry about Hover's flight speed.


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 MentalMaden View Post
You are using other forms of control, correct? Dropping PA then spectral terror should take care of most spawns. Add to that a good dose of deceive and debuffs and you should be very safe. For Illusion characters recharge heavy builds will do more (IMHO) than defense will. Perma PA will close that window where aggro falls to you.

If you are dying too much as a controller it's not because you don't have high enough defenses; it is because you aren't practicing good aggro management, over stepping realistic difficulty (biting off more than you can chew), and/or not using your controls enough or properly. Defense is nice, but not necessary for proper control play, even aggressive control play. *Personally, boxing-tough-weave is a waste of three power choices on the typical controller, especially an Ill/Rad.



(*I can see in instances where you can stack with primary or secondary powers i.e. sonic, FF, etc.)
I do agree with you MentalMaden, and thanks for responding. I've been playing that way and managing aggro well, it is that for some of them that does get my attention manages to kill the toon quickly. There are other issues contributing to it like when doing the trials, they are lvl 54 mobs there and .... well I just don't like dying. It may take a bit more experience to establish Gawdlike skills ... LOL. The build above is just ideal, its not the actual build which has NO shiled/armor ...NONE! So that may be the other reason why its an easy & fast face-matt.

And I do not truly desire to have the fighting pool but it helps to get the added defenses and yes, I can see where it hugs up spots for much more usable powers and frees up some endurance usage. But the fun parts is controlling the situation whereas, my teammates and I are safe.


 

Posted

When talking iTrial survivability its a whole new ballgame and the amount of defense (again) isn't the issue. Is the character level shifted at all? If not of course you are going to die alot on iTrials against +4s especially if you are playing a controller like the enemies are even conning. +4 bosses and EBs hitting you, of course it will hurt.

I hear the argument for defense all the time "well in order for me to support my friends I need to stay alive" "I'm a better controller if I stay alive". That implies that what I'm saying is you should be squishy and die all the time as a controller. But it's not. What I am saying (and a few others around here) is that you can control and support and even play aggressive and survive on the mitigation given to you from your primary and secondary alone. I even have a few of my trollers that don't even have epic shields and they do just fine.

Your defense/resistance/mitigation is using your powers and a minimum of strategy and a clear understanding of aggro. Defense is a cute trick, but far from necessary. Even on iTrials.


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

 

Posted

Quote:
Originally Posted by Local_Man View Post
I fully agree with Mental Maden. None of my Illusion Controllers are built for Defense. I can manage the aggro with PA, Spooky (Spectral Terror), Flash, Phanty, Deceive and Blind. The only time I have significant issues are those occasional ambushes that ignore my pets and make a bee-line straight for me . . . I can take one or two out with Blind and Deceive, but if it is a crowd, I may have to run or occasionally faceplant . . . which is no big thing since debt means nothing.


An Ill/Rad has lots of tools for avoiding aggro.
  1. Do you have enough Recovery to stay invisible all the time? Staying at range and invisible will help you avoid most aggro even if you are attacking.
  2. Use Deceive on any foes who notice you -- it lets you turn aside foes without alerting others. If you use Blind, you may alert others.
  3. Unless you are using PA to take the alpha, let the tank (and other melee guys) get the aggro first before you attack. As the tank runs in, I will often use Deceive to take out a boss or a foe with some kind of troublesome ability (like a debuff -- Deceive can often turn that debuff back on the foes, resulting in much better results than if you had held or killed that foe). After the tank has aggro, I don't have to be so careful.
  4. Don't use AoE attacks on groups larger than what PA (or your tank) can distract. The foes around the edges of your AoE attack will aggro on you. Once PA or the tank have the aggro, then feel free to use your AoE attack. I usually wait until after I have applied EF to get more damage.
  5. Focus on the targets who already are focused on your PA, or Deceive a foe before you take him down with your single target attack chain. Your attacks will draw aggro to you unless the other foes are already distracted with PA or Phanty, or if that foe is Confused.
  6. For tough foes, remember that RI has a significant ToHit Debuff. That's somewhat equivalent to defense.
  7. Stay at range and be prepared to run if you draw too much aggro.
Local-Man, you are indeed a very helping hand here when it comes to this kind of stuff with trollers, your input is highly valued and appreciated very much.

1. Yes, i do, the endu is never an issue there on that behalf.
2. That is a very clever tactice there, I must exercise that more often.
3. Yep, PA is always first to lay down in the mob sometimes before the tanker gets involved (showing off my ill/rad at times when the tanker is AFK or distracted by other means).
4. This I need to exercise as well.
5. Indeed, I will review my existing playing habits to see how it is exactly of what I am doing wrong there.
6. Another valuable point, what it is I do at most cases is lay down both, EV and RI on the same enemy. I should exercise on how to execute these two debuffers on seperate bosses maybe. The idea of that alone just makes it exciting even more, I mean the limit seems to become limitless when other ideas come accross. That will help me to better identify my enemies before the approach in the future as well.

And your binding technique is flawless from auto switching from Hover to Fly? Wow!!! very clever, I would had NOT ever knew of such. Thanks Local.

I ill repost my true, present build soon this evening for the viewing and critique.

Thanks again.


 

Posted

I don't want to sound mean or obnoxious, but we do understand the term Soft-Capped Defense, correct? You seem to be saying that soft cap defense = specific typed defense at 45% and capped defense = specific positional defense at 45%. If this is indeed what you are thinking, than that is wrong. If you are using the terms interchangeably because you think they are the same, that is also wrong. Capped defense defers depending on AT's but is >175%. The soft cap is an artificial term meaning 45%, or the pseudo cap for defense because adding more defense does not really help in most situations.

Now, on to your question. If you will indeed always be able to stay out of melee range, than ranged soft cap will be helpful, though difficult to attain since the BotZ nerf First and foremost you need Perma PA. That is the most important thing for an Illusionist. By the time you have Perma PA, your build will be EXTREMELY tight to fit in that extra defense to hit 45%. You can do one of three things. You can work your mind numb trying to hit 45% Ranged Defence, work towards 32.5% so that when you are in trouble you can pop a small purple to get you to the soft cap, or you can assume that you will be debuffing their to hit (which when adequately slotted you should have around -35% To Hit) so only needing 10% defense. These solutions go from hardest to easiest, but also safest to least safe.

I personally use Super Speed cause I like to go fast. So I go Smashing/Lethal/Energy soft cap (using Mace Mastery). But it seems that's not your style.

Hope this helps.



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.

 

Posted

Thanks for the well detailed information/numbers, Pine! I was speaking in general about the defenses as I have read (not fully understood) from other post on many different AT threads about soft-cap, soft-capped or 45% defense rather it's Smash/Lethal or Ranged, Melee and AoE. Although I am great with math, the numbers and mathematics of the game I am shamefully ignorant of still to this day. But I do know about builds, (mids) AT's and such and well awareof what they are capable of and.

I do like speed ... lots of it but to see the big picute without having to worry about who's coming at me, flying seems to be an easy fix for that while I attend to thematters at hand during combat and there is nothing melee-like on this toon so the toon's range-capabilitiy really helps to decide that fix.

The build is by far a perma-PA build, PA are too awesome not to permafy (new word).

I would like to take a peep at your build, Pine if you don't mind. It sounds like a very promising build may you have.

Here is what I have made up, my present build isnolonger on my PC file, I will have to copy from & save it ... or not simce it will have a new build soon.

Here is the new build here:

http://www.cohplanner.com/mids/downl...4BE13FA45EFC80


 

Posted

Well, the Spiritial Incarnate is not going to import within the build ... but I have chosed the Spiritial Core at 45% global recharge. Phantom Army recharges dully at 56.33 seconds.


 

Posted

I think you are looking at spiritual (and alpha for that matter) a bit off. It's not a flat out global recharge buff like you get from IO bonuses or speed boost. It works like an enhancement so if you have 45% recharge that will be added to what each power you have just like you put an enhancer in the power. That means that it follows ED (enhancement diversification) to an extent. As you go higher up the tiers more of the enhancement ignores ED.

So if you have zero recharge slotted in a power then you'll get the full benefit and 45% recharge. But if you have say 95% recharge already you won't end up with 140% recharge for the power. Depending on how high up you are in the alpha tier you can end up with a good percentage of that 45% ignoring ED but not all of it. Hence not really "global recharge" like you see in your combat attributes tab.


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

 

Posted

Quote:
Originally Posted by MentalMaden View Post
I think you are looking at spiritual (and alpha for that matter) a bit off. It's not a flat out global recharge buff like you get from IO bonuses or speed boost. It works like an enhancement so if you have 45% recharge that will be added to what each power you have just like you put an enhancer in the power. That means that it follows ED (enhancement diversification) to an extent. As you go higher up the tiers more of the enhancement ignores ED.

So if you have zero recharge slotted in a power then you'll get the full benefit and 45% recharge. But if you have say 95% recharge already you won't end up with 140% recharge for the power. Depending on how high up you are in the alpha tier you can end up with a good percentage of that 45% ignoring ED but not all of it. Hence not really "global recharge" like you see in your combat attributes tab.
Right Right! I knew this already but not to what limit. Okay so I will retweak my build posted above for more defenses and then see how Mid's will display the numbers. It may be an ideal build to figure out how the mathematics work. So, is the diplay for info accurate on Mids or ...?

Thanks for the info MentalMaden.


 

Posted

That build is OK, but your scorp shield is strangely slotted (mistake?). Replace the end/rech piece with a straight def. You don't really have 32.5 S/L/E def (the minimum amount of defense I consider worthwhile to build for) since half the def from supe invis suppresses when attacking.

I'd slot hover less intensely and Maneuvers more heavily. Not only does it give more defense, it benefits your teammates too. Try to take it earlier. Group invis, recall and mutation are all candidates to move to the Lv50 power choice instead.

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Posted

Quote:
Originally Posted by Helluva_Goon View Post
Well, the Spiritial Incarnate is not going to import within the build ... but I have chosed the Spiritial Core at 45% global recharge. Phantom Army recharges dully at 56.33 seconds.
For alpha, you should consider the ED-bypassing part seperately, e.g. Spritual core paragon is 45% rech with 2/3 ED bypass. So you may consider it a 15% enhancement and 30% global rech.

That said, the mids' display is accurate as far as I can tell from testing in-game.


 

Posted

Quote:
Originally Posted by Laevateinn View Post
That build is OK, but your scorp shield is strangely slotted (mistake?). Replace the end/rech piece with a straight def. You don't really have 32.5 S/L/E def (the minimum amount of defense I consider worthwhile to build for) since half the def from supe invis suppresses when attacking.

I'd slot hover less intensely and Maneuvers more heavily. Not only does it give more defense, it benefits your teammates too. Try to take it earlier. Group invis, recall and mutation are all candidates to move to the Lv50 power choice instead.

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Hello Leavateinn and thanks for the response there. Yeah after reviewing that what you have stated, it does makes more since and plus, it frees up 1 slot. Also I have totally reworked the build for a few reasons, I want this to be a pure debuffing/killing troller. Also I forgot I'll pretty much be solo'ing more as well with it so ... yeah thats why I have reworked and swapped a few power within. Ity may be a bit endu hungry but I believe that is nothing thanks to Destiny's Ageless. Also changed from Alpha's Spiritual Core to Spiritual Partial Core because that too gives an additional buff to slow and the same % to healing as well and still giving enough recharge to give PA it's perma-charge.

here's the build:

http://www.cohplanner.com/mids/downl...59FA0756DBF0C4


 

Posted

I don't really get that build. It has a lot of things I don't understand, like tough without weave (either take both or none, tough alone isn't worth it with no APP shield to stack with). Slotting for slow on lingering rad isn't really useful since only the movement slow is affected, not the -rech. I have my doubts about pure S/L builds now that there's so much exotic damage flying around. Scorp APP doesn't suffer as much since it gets good E defense as well but it really sucks at killing things due to horrible DPA on the blasts.

If you asked me to build a generalist Ill/Rad I would probably do it something like this: perma-PA, fireblast/ball, 45 ranged def, 60 S/L res, roughly .8 EPS more recovery than your build above and all key powers from both sets properly slotted.

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Posted

Quote:
Originally Posted by Laevateinn View Post
I don't really get that build. It has a lot of things I don't understand, like tough without weave (either take both or none, tough alone isn't worth it with no APP shield to stack with). Slotting for slow on lingering rad isn't really useful since only the movement slow is affected, not the -rech. I have my doubts about pure S/L builds now that there's so much exotic damage flying around. Scorp APP doesn't suffer as much since it gets good E defense as well but it really sucks at killing things due to horrible DPA on the blasts.

If you asked me to build a generalist Ill/Rad I would probably do it something like this: perma-PA, fireblast/ball, 45 ranged def, 60 S/L res, roughly .8 EPS more recovery than your build above and all key powers from both sets properly slotted.

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That's an impressive, and increadibly expensive, build. It relies upon the Alpha to hit perma-PA. Plus, I would be concerned about the endurance usage since both EF and SI are underslotted for EndRdx. I usually use both during battles. It is important to note that some of your recovery comes from the Numina proc which is in Radiant Aura, so to get that recovery, you will have to use Radiant Aura every 120 seconds. But still, softcapped to range, good resistance and all the key powers well slotted (except for EndRdx in EF and SI). Pretty nice.

Since I use the Speed-on-Demand binds, I never have to slot Hover for Flightspeed so I would take the Flightspeed out of Hover and add a slot for more EndRdx to either EF or SI -- probably EF. I would also swap the Soulbound Acc/Dam/Rech in PA for the Dam/Rech to cap the damage.

Mids hasn't been updated yet with the new Alpha slotting options, but I wonder if the new one that offers 33% Rech, 33% EndMod, 20% Defense might be a better choice. Less Recharge, but it would buff the Defense and Recovery.


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 Laevateinn View Post
I don't really get that build. It has a lot of things I don't understand, like tough without weave (either take both or none, tough alone isn't worth it with no APP shield to stack with). Slotting for slow on lingering rad isn't really useful since only the movement slow is affected, not the -rech. I have my doubts about pure S/L builds now that there's so much exotic damage flying around. Scorp APP doesn't suffer as much since it gets good E defense as well but it really sucks at killing things due to horrible DPA on the blasts.

If you asked me to build a generalist Ill/Rad I would probably do it something like this: perma-PA, fireblast/ball, 45 ranged def, 60 S/L res, roughly .8 EPS more recovery than your build above and all key powers from both sets properly slotted.

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Hello Leavateinn, I am totally speechless ... After looking at this build you have tweaked and getting better understanding of a few things you've mentioned on ... I'm at, WHOAH!
I highly appreciate your efforts into this thread here, everyone ... especially you both, Leavateinn and Local Man, you both assistancance within this thread are valued highly. And MentalMaden, thank you.

Indeed Local, it is a very inpressive build, and the expensenses? Blah, I am not rich but I will find a way to get a few of the IO's and most of them I do have already so ... no biggie there. I do see where I can grab a few slots form eslewhere. For an example, I know that having two troller nukes can stun bosses but for now, I hardly uses one of them (which too, may be a reason why I am failing those crucial moments in battle), I see three slots there I can possibly use on other powers.

I will study this build and study it a few more, look into the depth of what other possibilities can shine (now that I know you've possibly tossed it together with ease), I may can tweak a bit more form it. But it is most definitely SAVED on file. Thanks again.

On the key-Binding, Local Man, you must show me how to do that, that is soooo freaking awesome just thinking of it's, .... I cannot wait, it feels like X-mas eve's night trying to get to sleep sorta ... LOL.

I will repost what I may come up with. It may not be tonight for I have one more workday to rise up on in the very early A.M. so ... until another day, P E A C E ! ! !


 

Posted

Quote:
Originally Posted by Helluva_Goon View Post
I would like to take a peep at your build, Pine if you don't mind. It sounds like a very promising build may you have.
I have personally not IOed out an Illusion/Rad controller. I got mine to 50 and didn't really want to play the toon anymore. I do however have an Illusion/Cold that I simply love and play every day.



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.

 

Posted

Okay for what it is worth. I want to share this build with ya. It is soft capped to both, Smash/Lethal and Ranged atacks. Also the Energy/Negative Defense is at 42.9%.

Laevateinn has provided a nice soft cap to Range build early on within this thread. I have taking that build and made a few changes to it to see if it was posible. After Local-Man mentioning the new Alpha abilities of Agility recently added, I went with that to begin tweaking. I thank you both, Local Man and Laevateinn for your efforts for helping me.

While during most trials, enemies are everywhere-they are throwing attacks from all directions. This troller has Hover/Fly to help keep out of melee range and also to view the battefield much better (although I love Fly). With that being said to get to the point, ill/rads really don't need any shields/armor for their style of play and perma-PA contributes to that ability a helluva lot. But because simply while doing regular PVE content, mobs are easily handlded compared to scattered mobs and villains on trials. This is the reason why this build shall have greater defenses because dying on trials is a B*TCH.

Anyways ... I have not resepec into this build yet (I really really want to) but before doing so, I would loe to hear some feedback on it.

Thanks!



Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Leavateiinn ill-rad ranged capped - 60 resist: Level 50 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Blind -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(7)
Level 1: Radiant Aura -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(7), Numna-Heal/Rchg:50(9), Numna-Heal/EndRdx/Rchg:50(9), Numna-Heal:50(11), Numna-Regen/Rcvry+:50(37)
Level 2: Spectral Wounds -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(11), Apoc-Acc/Rchg:50(13), Apoc-Dmg/EndRdx:50(13), Apoc-Dam%:50(15), GJ-Dam%:50(15)
Level 4: Radiation Infection -- HO:Enzym(A), HO:Enzym(17), HO:Enzym(17)
Level 6: Accelerate Metabolism -- Efficacy-EndMod/Acc/Rchg:50(A), Efficacy-EndMod/Rchg:50(19), P'Shift-EndMod/Acc/Rchg:50(21), P'Shift-EndMod/Rchg:50(21)
Level 8: Deceive -- CoPers-Conf%:50(A), CoPers-Conf/Rchg:50(23), CoPers-Acc/Conf/Rchg:50(23), CoPers-Acc/Rchg:50(25), CoPers-Conf/EndRdx:50(25), CoPers-Conf:50(27)
Level 10: Enervating Field -- EndRdx-I:50(A)
Level 12: Superior Invisibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx/Rchg:50(46), LkGmblr-Def/EndRdx:50(50)
Level 14: Hover -- LkGmblr-Rchg+:50(A), Zephyr-Travel:50(39), Zephyr-ResKB:50(43), LkGmblr-Def:50(48)
Level 16: Fly -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(29)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(29), ExRmnt-Acc/Dmg/Rchg:50(31), ExRmnt-EndRdx/Dmg/Rchg:50(31), S'bndAl-Acc/Dmg/Rchg:50(45)
Level 20: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27)
Level 22: Lingering Radiation -- Acc-I:50(A)
Level 24: Flash -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(33), BasGaze-Rchg/Hold:30(43), BasGaze-Acc/EndRdx/Rchg/Hold:30(43)
Level 26: Spectral Terror -- HO:Lyso(A)
Level 28: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(45)
Level 30: Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Knock%:35(40)
Level 32: Phantasm -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(34), ExRmnt-EndRdx/Dmg/Rchg:50(34), ExRmnt-+Res(Pets):50(34)
Level 35: Ice Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(36), Thundr-Acc/Dmg/Rchg:50(36), Thundr-Acc/Dmg/EndRdx:50(37), Thundr-Dmg/EndRdx/Rchg:50(37)
Level 38: Hibernate -- Dct'dW-Heal/Rchg:50(A)
Level 41: Frozen Armor -- HO:Ribo(A), GA-End/Res:50(42), GA-3defTpProc:50(42), S'fstPrt-ResDam/Def+:30(42), LkGmblr-Rchg+:50(48)
Level 44: EM Pulse -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(45), BasGaze-Rchg/Hold:30(46), BasGaze-Acc/EndRdx/Rchg/Hold:30(46)
Level 47: Tough -- HO:Ribo(A), ResDam-I:50(48)
Level 49: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(50), LkGmblr-Def/EndRdx:50(50)
Level 50: Agility Core Paragon
Level 50: Clarion Core Epiphany
------------
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(40), EndMod-I:50(40)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 14% DamageBuff(Smashing)
  • 14% DamageBuff(Lethal)
  • 14% DamageBuff(Fire)
  • 14% DamageBuff(Cold)
  • 14% DamageBuff(Energy)
  • 14% DamageBuff(Negative)
  • 14% DamageBuff(Toxic)
  • 14% DamageBuff(Psionic)
  • 9.75% Defense(Smashing)
  • 9.75% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 25.69% Defense(Energy)
  • 25.69% Defense(Negative)
  • 6% Defense(Psionic)
  • 7.88% Defense(Melee)
  • 30.38% Defense(Ranged)
  • 6% Defense(AoE)
  • 4% Enhancement(Confused)
  • 85% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 23% Enhancement(Accuracy)
  • 18% FlySpeed
  • 110.6 HP (10.88%) HitPoints
  • 18% JumpHeight
  • 18% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 5%
  • MezResist(Held) 8.3%
  • MezResist(Immobilize) 7.75%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 5%
  • 14.5% (0.24 End/sec) Recovery
  • 78% (3.31 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 10% Resistance(Fire)
  • 10% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 18% RunSpeed



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|F20DB08D7268F9CE17A47733CAFA3C7C04EB1D29B0C6AF75F8571D43A8E7EA6D14F|
|15FD54D14F89FAA2E1AE34C4CFA4F15ED25E167DCD2276EEC09CFD68A4F70D732A2|
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|E8F193AE5A76C7EA76B375965C9DE5789DE5449D65A6CE9297F7BE2C8258B18422F|
|4BD4026FF3A285DACDFC4F6D7FF01001CFD10|
|-------------------------------------------------------------------|

Had to edit it a few times to get the build export right!


 

Posted

Quote:
Originally Posted by _Pine_ View Post
I have personally not IOed out an Illusion/Rad controller. I got mine to 50 and didn't really want to play the toon anymore. I do however have an Illusion/Cold that I simply love and play every day.
Curious why you favor Ill/Cold much more over Ill/Rad?

MT


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."