Illusion/radiation incarnate abilities suggestions wanted
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
Thanks! Recharge wasn't up to perma levels yet, so I'll work on that.
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
Oh, I've been going over it, and putting suggestions into practice as budget allows.
Oh, I've been going over it, and putting suggestions into practice as budget allows.
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Even better is learning how to play the market. I did it to get one of my characters up to 2 bil (most of which I have since spent). Personally I enjoy doing missions more than marketeering, but there no question that you can earn a lot fairly quickly by playing the market.
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
Agreed, on both merits and market. Having fun with the zipping.
As for the other slots, it really depends on what you want in terms of concept or what you feel is useful. Reactive is considered the 'best' interface slot in terms of adding to your damage, Clarion is very handy (almost required) for the Underground Trial, and Cimerorans are considered the best 'damage' pet. But it's all pretty good no matter what direction you go with any of the slots.
I have this nagging feeling I'll feel foolish when I see the answer, but...
I've currently got Dreamshine slotted with Spiritual Total Core Revamp. When I go look at combat attributes, I can't see anything very obviously identifiable as coming from it in the list of recharge inputs. What should I be looking for?
I have this nagging feeling I'll feel foolish when I see the answer, but...
I've currently got Dreamshine slotted with Spiritual Total Core Revamp. When I go look at combat attributes, I can't see anything very obviously identifiable as coming from it in the list of recharge inputs. What should I be looking for? |
The recharge bonus will NOT show up as Global Recharge.
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
Thanks!
*peers*
Sure enough, there it is, power by power.
Ahhh. Perma-PA thanks to tier 4 Spiritual alpha. I'm sure I'll keep tinkering with recharge as I have money, drops, and the like, but now I'm in a happy place.
...and with a touch of luck here and there, up to 202.4% before factoring in Spiritual. I do wish it were possible to set multiple powers to auto-fire.
My ill/rad has Reactive Radial tier4 to give extra damage to my pets. Radiation will handle the -resist part on its own. While it's not incarnate related, try to add in the purple pet proc from Soulbound Alliegiance: Chance for Build Up somewhere in Phantom Army, since it's one of the few things which help boost up Phantom Army damage.
I went with Ion tier4 judgement with chance to hold instead, Reactive interface as stated above, Phantom lore pets for concept (phantom lore fits with phantom army, haha), and Barrier for ally rez for more teamplay. Really though, anything can fit your concept if required.
Ideon's Paragonwiki page
Member of Paragon/Rogue Knights
Arc: 60092 - Supa Rumble in the Park
"Keep living the dream, and never let any jerk tell you what to do."
-- High-Roller
I picked the following Incarnate powers on my Ill/Rad:
-Alpha: Spiritual (Recharge focus)
-Interface: Reactive (Damage proc focus)
-Judgment: Pyronic (Damage focus)
-Destiny: Barrier (Duration focus)
-Lore: Phantoms (Damage focus)
I think you can see from the get-go what I was aiming for, can't you?
Spiritual Alpha was chosen because of the boost to recharge and healing. I stand by this choice, even with Agility now available. The boost to my Ill/Rad's heal is noticeable, and with Perma PA levels of recharge he's able to keep most others on the team alive in tough spots while spamming his healing aura as needed.
Edit: HA! That sounded awfully formal! Sorry about that. I was half-awake when I typed this. :P
Reactive Integration, with all other options considered, is the overall best fit for an Ill/Rad controller simply because the other Interface powers that (in this player's view) aren't worth using. Teeny endurance drains aren't going to help you like they can and electric controller, and the Psy Interface is a joke with a 2 second duration confuse mez and a chance for MINOR damage. Reactive's moderate fire DoT, when utilized by Phantom Army, REALLY adds up. Tossing in your own attacks just sweetens the carnage.
Pyronic Judgment was, I freely admit, partially a concept choice. My character had picked the Fire APP, as well as Reactive Interface. If I wanted to be able to stay at range as an incarnate and use this power, Pyronic was one of my three choices (The others being Ionic and Cryonic). Also, with Pyronic essentially being a giant version of Fireball, I had an easy time using it versus hunting ideal targets for Ionic or properly lining up from a distance with Cryonic. Also, Pyronic works just as well in melee, while other sets are more of an "either/or: proposition.
Barrier Destiny was easy: I wanted to survive when things go awry, as so often occurs
when concerning the affairs of mice and men. At Tier 4, it's up almost constantly, making it a great team buff as well as a personal survival power. I felt no need for the tree that would grant the power to Rez a few people because my Ill/Rad has Mutation for a rez. Also, he heals just fine with his Alpha-boosted aura, and Ageless would hardly improve the recharge rate that he had, especially with Accelerate Metabolism. If you're playing it right, no clarion will ever be needed, and the new teleport thing, while cool, could be a bit of an aggro creator for everyone inside. .
Phantoms for Lore were also an easy choice. The damage tree for the whole set grants you what is essentially two fire blasters with a few utility powers (like extra resistance and flight). Other pets might offer the same level of damage and perhaps even support, but I like that they can fly and are fairly smart, as well as solid damage dealers. Concept also, admittedly, played a role in my selection.
My Ill/Rad's build is almost identical to the build posted in Local Man's guide, though I'm looking to invest in upgrading it soon with Purples in a few places. Currently, the only differences are a single chance for buildup proc replaced with a regular enhancement (it didn't fire off enough for my liking) and Group Invisibility replaced with Afterburner.
I figured that Teleport Friend and Superior invisibility will always be more useful than Group Invisibility, in the long run. Also, my Ill/Rad can motor around at 87 mph.
This build has solo'd Lusca, along with every other GM in the game he's encountered (the exceptions being Hami and Winterlord, because Hami is impossible to solo and Winter Lord runs away). His Incarnate powers are used regularly and to great effect. I personally wouldn't change any of his unlocked and applied incarnate powers, despite the newly opened additional choices.
Too many alts to list.
I'm very fond of Musculature Radial Paragon (T4 musculature), because when PA is perma, there's no more need of Spirtual. Plus, musculature boost the endurance management, defense and tohit debuff.
I've actually decided to change from reactive interface to spectral... I figured that having an immob proc would let me have more uptime on containment... which when active is actually a pretty decent damage boost and makes me feel a little better about having so much fun actually blasting stuff alongside my pets
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
I've opened up Dreamshine's alpha slot and stuck Spiritual in it for the moment. But beyond that I've got very little sense of what else I'd like to give her, since up until now I've been concentrating on slotting up my mastermind. What's good for her?