Expensive Ill/Rad Build covered with Soul and seeking advice


Helluva_Goon

 

Posted

Hello,

So I've read through Local Man's Ill/Rad guide and have to say that is one amazing pile of information. Makes me wish we had that level of depth in every other area. I sort of took the Perma-PA build and decided to modify it some.

I picked Soul Mastery over Fire EPP, because I like the idea of the additional pet, plus I figured with enough recharge the ST attack chain could be Blind->SW->Repeat If this is going to lead to epic failure, let me know Not deadset on using Soul, it just felt like the best option that came with a pet. Still only recently returned to the game so still getting my bearings.

I was looking for some help on making the build better and the answer to a couple of questions.

I could only fit 4 LotG. I'm not sure what power I'd drop to get the 5th, but also not sure I need the additional recharge.

Dark Consumption looked like a nice way to refill the endurance bar every couple of minutes, but not sure how valuable it will be in practice.

I was wondering the same thing about Soul Drain. Is the +DAM just going to be wasted by being over the damage cap or will it have some value? I know it will only be up 50% of the time. I had it slotted with Armageddon at first but that just seems like overkill for 5% recharge.

I figured Dark Obliteration will make for a nice AoE nuke to go with all the other crap tossing out.

So any help would be greatly appreciated. Thanks


*Deleted my original build, because I added a new on down later.


 

Posted

Interesting changes and choices . . . I'm curious how well it plays.

I'm a strong advocate of the single-target blast from the APP set. Without it, you will have a gap in your attack chain. That blast helps you kill stuff faster, giving you a better chance to kill foes before the heal-back from the Illusory damage. So you are not only doing more damage faster, but you get to keep more damage that might otherwise heal back. Another advantage is that you get a different damage type for Psi-resistant foes. But I know quite a few people have gone the other way, so you won't be the first. (Even tonight, I teamed with a guy who I have always considered a good player, but his Ill/Rad was missing Spectral Wounds. Go figure.) I think it would take a lot of testing with HeroStats to determine which is actually better, but I suspect that my Blind-SW-Blast-SW kills stuff faster.

Blind: Consider moving that Unbreakable Constraint set to Flash (if you can find one more slot), and slot Blind with 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage. According to Mid's, your damage will increase by an average of 10 per use of Blind . . . and that's without having the erratic damage of a proc.

RI: If you can afford them (and you should be able to with all those purples in your build), consider changing the 4 Dark Watcher to 3 Enzyme. Better slotting and you save a slot. You can make up the lost 5% Recharge by changing the slotting in Phantom Army.

Phantom Army: I prefer to use 4 Expediant Reinforcement (leave off the Dam/End and the Proc) with the Dam/Rech and Chance for Build Up. You get more Recharge in the power AND a 6.25% Recharge bonus. Your build already has Perma PA, but more Recharge is good and gives you more flexibility.

Defense: Your level of defense is not very high. You have 12.8% Defense in everything except Energy, Neg Energy and Psi (17.8%) and Ranged (15.3%). That's not enough Defense to make it worth while to build for Defense. I have advocated that Defense is not necessary for this build, while nice to have if you are willing to make the trade-offs. Personally, I would use your slotting on Maneuvers in Superior Invis, as your current slotting in SI will make it too endurance draining. Maybe drop Maneuvers for Combat Jumping (nice mule for a LotG Recharge while providing Immob protection and maneuverability for almost no endurance).

If you have your heart set on slotting for Defense, you might want to re-think your APP/PPP choice and take one of the APP/PPP sets with a defense-based armor. But again, I don't think it is needed (but not everyone agrees with me).

That Glad Armor proc is worth over 2 bil alone. And I don't think it is needed. The Panacea proc may also not be providing all that much help, since you have a self-heal power. A Miracle proc is probably better and a heck of a lot cheaper.


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

Good Advice, but I have some questions.

Blind: By using the proc(100 damage 33% of the time), blind will do on average 97.4, by switching it to the gaze it drops down to only 72. Some of the proc damage may be lost if it hits a low hp foe, but that seems the same with anything. Smashing gets resisted more but not sure how big a factor that ends up.

Single Target Rotation: Blind has an animation time of 1.67, recharge of 2.15. Spectral Wounds has 1.07 animation, recharge of 1.54. Obviously Spectral does far more than Blind, but there is only a half second hole in the Blind -> SW -> Blind -> SW rotation. The damage is obviously lower and definitely a consideration.

Phantom Army: I agree the 6.25% recharge is rather nice. But you lose 1% damage to all attacks, and even after ED it shows PA doing 10% less damage and about 12% accuracy. Not sure what I gain from 6.25% recharge if it makes up for the loss in damage.

Defense: I want more, but I'm not sure where its going to come from. Yeah the gladiator proc is expensive, but it is a great bump in defense. I imagine it will be last on my list(or bought with an alts merits).

I'd still like to hear anyone's opinions on the value of the Soul Mastery stuff. Namely Dark Consumption and Soul Embrace. How do you calculate the absolute damage cap? Does the 30% damage buff from Soul Embrace get effected by ED? or is it just sprinkled on top?

I'm up for suggestions on other pools, I'd just like to keep the pet, cuze I think pets are cool


These are my opinions on the other pools:

Mace Mastery - Redraw is a bad thing. Plus the extra holds seem to feel like overkill. It does have the +def toggle though.

Mu Mastery - Static Discharge is a ranged cone vs. Soul's targeted Aoe. Charged Armor is just different resists(Energy vs. Negative Toxic). Electrifying Fences would be an immobilize. Electric Shackles is a hold, not sure what value there is in hold stacking with Blind. I think the Seer from Soul Mastery looks cooler than the Mu Guardian, but cosmetic doesn't always matter.

Leviathan Mastery - Bile Spray cone vs. Soul's targetted. Sharkskin is resists(Cold vs. Negative/Toxic). School of Sharks is an immobilize like Electric Fences. Knockout Blow(I don't plan to be in Melee or at least try to avoid Melee) would provide the hold stacking. Spirit Shark Jaws is another hold. So maybe the value of 3 holds? Not sure I'm a fan of the piece of coral as a pet, compared to the Seer.

Soul Mastery - Soul's Targeted vs. Soul's Targeted... Its the only ranged AoE vs. 2 cones. The resist armor seems mostly moot(since I really don't want the mace redraw). Dark Consumption seems a great way to get endurance back. Soul Drain for the +damage sounds great, but maybe its craptastic?

The hero pools - I wants a pet :P

If drain/consumption are a waste, that leaves some good opportunities for defensive powers perhaps? or maybe magically conjuring that attack to fit into the single target chain. I don't know, appreciate the future help.


 

Posted

Soul Drain +dmg is like +dmg from Aim (i.e. not affected by ED, but obeys the damage cap). However, the radius is a miserable 10ft, making it very hard to saturate, plus you are venturing into melee on a low def build to use a long-animation power. Dark consumption has the same problem with a mere 8ft radius and it's extremely hard to catch more than 1-2 enemies in the radius. Besides, you should already have limitless end from properly slotted AM.

For defense, you can look at this example build I made, which uses the fire APP, but can probably be modified to work with most pools, since it does not rely on epic shield to softcap). The build should be further refined to fit your playstyle. Even if you can't softcap, small amounts of defense are still valuable since controller rad infection does not floor tohit, even against even cons and out of trials.


 

Posted

So some napkin math that I was looking at with my build of Mids. I imagine you might be able to tweak the numbers in places and I wasn't positive on the percentage that would get healed back, but here is what I found.

Using the rotation of Blind->SW->(nothing for 0.5s)->repeat, you end up with a DPS of 76.26.

Blind(97.4 over 1.67)+SW(147.4 over 1.07)+0.5(recharge left on blind)

244.8 over 3.21s = 76.26 DPS

If instead of taking the soul mastery pool, I picked up fire and selected fire blast the rotation of Blind->SW->Fire Blast->SW->repeat comes out to 118.04 DPS.

Blind(97.4 over 1.67)+SW(147.4 over 1.07)x2+Fire blast(199.2 over 1.2s)

591.4 over 5.01 = 118.04 DPS

So the DPS difference of 41.78 would have to be made up by the perma pet that is gained by going soul mastery(or one of the other villain pools).

The AoE attacks in Soul and Fire are moderate damage.

It seems that most reports have the DPS of the pet in the 200 range, although that seems a bit high considering the regular DPS from mids.


 

Posted

I've never gotten into doing DPS calculations . . . I could figure it out, but I'm lazy. But there are some other factors that are hard to measure. Killing foes quickly let you keep the Illusory damage from Spectral Wounds because you get to keep that damage if you kill a foe before the damage heals back. Phanty's decoy and Phantom Army also do some Illusory Damage. That extra damage from the Blind-SW-Blast-SW attack chain in fast smallish attacks lets you kill off foes without wasting damage, killing foes faster. By choosing to kill off minions first, you can increase your overall damage quite a bit. It also allows your pets to focus on tougher targets since they distracted by fewer targets. You can also choose to attack foes being attacked by PA and Phanty's Decoy, killing them off before the Illusory damage heals back.

You can intelligently choose your targets. A pet can't. Pure DPS calculations can't take that into account. That's part of the reason I feel that the APP blasts are better than the PPP pets.


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

So I took in the advice and remade the build. Unfortunately, I still feel like it could be improved.

The things I did:

Dropped the 2 powers from Soul Mastery as well as Group Invis.

Replaced it with the 3 fighting powers(Boxing, Tough, Weave), this allowed me to keep the LoTG spot and get a great boost to defenses.

Move slots around. I picked up the last slot in deceive for the 5% ranged defense boost. Decided to 3 slot Weave and Superior Invis, hoping to run both with the reduced end cost. I probably should of calculated the difference between the 2 set end gain and just 2 hami-Os.

I was considering moving the numina set to Radiant Aura, but not sure how much gain that would be for the money invested.

Any advice on how to make it better would be appreciated.

*When you look at the build, not that superior invis is turned off. That's because it incorrectly adds its non-suppressed 7%. So just think of the defenses as 3.6% higher for suppressed superior invis

(Another deleted build, newest build at bottom)


 

Posted

I don't recommend relying on supe invis for defense at all. The end cost of supe invis is almost the same as tough, weave and maneuvers combined. It should be used situationally and not kept running all the time.

Including supe invis, you have about 32.5 ranged def which is actually quite low for a build taking fighting pool (fighting pool builds ought to be able to hit 45 ranged def and 60 S/L res). My advice would be to 1) drop fighting pool and try to maintain 32.5 def without it, or 2) keep fighting pool and build for 45 ranged def instead.

The amount of rech you have seems excessive. In general spending lots of slots to shave a second or two off Flash isn't worth it once once all key powers are permanent. The benefit of building for recharge drops off sharply at this level.

I distrust paper DPS calculations and prefer empirical testing (meaning pylon soloing). One way you could find out your DPS would be to solo a pylon with lore pets of known DPS. Kill the pylon, calculate the DPS done, then subtract the lore pets DPS. You thus get your own DPS. PPP pets do not do 200 DPS, those are Lore pets.

Try this: perma-PA/LR/AM, 44.3 ranged def, 61 S/L res, all key powers taken and properly slotted. Note that this build's recovery is higher than mids' indicates, since it does not count the numina proc and the PShifter proc (worth about 0.2EPS on average).

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Posted

Quote:
Originally Posted by Laevateinn View Post
I don't recommend relying on supe invis for defense at all. The end cost of supe invis is almost the same as tough, weave and maneuvers combined. It should be used situationally and not kept running all the time.

Including supe invis, you have about 32.5 ranged def which is actually quite low for a build taking fighting pool (fighting pool builds ought to be able to hit 45 ranged def and 60 S/L res). My advice would be to 1) drop fighting pool and try to maintain 32.5 def without it, or 2) keep fighting pool and build for 45 ranged def instead.

The amount of rech you have seems excessive. In general spending lots of slots to shave a second or two off Flash isn't worth it once once all key powers are permanent. The benefit of building for recharge drops off sharply at this level.

I distrust paper DPS calculations and prefer empirical testing (meaning pylon soloing). One way you could find out your DPS would be to solo a pylon with lore pets of known DPS. Kill the pylon, calculate the DPS done, then subtract the lore pets DPS. You thus get your own DPS. PPP pets do not do 200 DPS, those are Lore pets.

Try this: perma-PA/LR/AM, 44.3 ranged def, 61 S/L res, all key powers taken and properly slotted. Note that this build's recovery is higher than mids' indicates, since it does not count the numina proc and the PShifter proc (worth about 0.2EPS on average).
I agree that Superior Invis is not reliable for Defense, since half of the Defense suppresses when you attack or click on a glowie. The endurance cost of SI is too high for half the defense.

I also agree that once you have gotten your recharge into the 210-220% range, more Recharge is pretty much wasted. Perma-PA requires about 206%. I think my Ill/Rad has about 213% Recharge, and that's all I need. There's enough overlap to give me a little bit of cushion.

I don't agree that soloing a Pylon is a good way to measure your DPS unless you are only concerned with AV and EBs. A Pylon will take a while to take down which will allow almost all of the Illusory damage to heal back. The only real way to measure the damage done by an Illusion controller is to take samples of damage done during several fights which include minions and lieutenants, and then compare that to other characters played the same way -- but other characters really should use different strategies than an Illusion Controller. Illusion presents some unique strategy issues, making it hard to compare to other characters and the standard measurements don't quite work.

Illusory damage is unique to Illusion controllers. It can almost be thought of as the opposite of Damage Over Time . . . Illusion has high burst damage and then heals back over time. As long as you can defeat the foe in a short time, you get to keep the Illusory damage. (Compare this to if you have DoT, but you defeat the foe, you lose the DoT.) Because Spectral Wounds recharges quickly, you can actually stack several "hits" of Illusory Damage to add up to a decent amount. But the longer a foe takes to defeat, the more of that Illusory damage heals back.

The standard ways to measure damage were not designed to take Illusory damage into account.


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 recommend relying on supe invis for defense at all. The end cost of supe invis is almost the same as tough, weave and maneuvers combined. It should be used situationally and not kept running all the time.

Including supe invis, you have about 32.5 ranged def which is actually quite low for a build taking fighting pool (fighting pool builds ought to be able to hit 45 ranged def and 60 S/L res). My advice would be to 1) drop fighting pool and try to maintain 32.5 def without it, or 2) keep fighting pool and build for 45 ranged def instead.

The amount of rech you have seems excessive. In general spending lots of slots to shave a second or two off Flash isn't worth it once once all key powers are permanent. The benefit of building for recharge drops off sharply at this level.

I distrust paper DPS calculations and prefer empirical testing (meaning pylon soloing). One way you could find out your DPS would be to solo a pylon with lore pets of known DPS. Kill the pylon, calculate the DPS done, then subtract the lore pets DPS. You thus get your own DPS. PPP pets do not do 200 DPS, those are Lore pets.

Try this: perma-PA/LR/AM, 44.3 ranged def, 61 S/L res, all key powers taken and properly slotted. Note that this build's recovery is higher than mids' indicates, since it does not count the numina proc and the PShifter proc (worth about 0.2EPS on average).

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I think you accidentally pasted my code into the reply. Though I'm curious to see the build you mentioned


 

Posted

Quote:
Originally Posted by Repent View Post
I think you accidentally pasted my code into the reply. Though I'm curious to see the build you mentioned
Oops! Try this:

A few things to note with this build: The numi proc is in radiant aura rather than the stadard health. You need to click radiant aura for it to fire, then you will keep the bonus for 2 minutes before it goes away. In practice this is less of a hassle than it sounds since you will be healing intermittently during combat anyway.

Note that with this build your KB prot. is in the set bonus from gladiator's armor in tough.

I also swapped out assault for tactics to cap flash's hitchance vs +3's. This is personal taste since Flash is the only attack affected, if you're not as anal as I am on capping the hitchance of AoE mezzes you can change it back.

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Posted

Quote:
Originally Posted by Local_Man View Post
I don't agree that soloing a Pylon is a good way to measure your DPS unless you are only concerned with AV and EBs. A Pylon will take a while to take down which will allow almost all of the Illusory damage to heal back. The only real way to measure the damage done by an Illusion controller is to take samples of damage done during several fights which include minions and lieutenants, and then compare that to other characters played the same way -- but other characters really should use different strategies than an Illusion Controller. Illusion presents some unique strategy issues, making it hard to compare to other characters and the standard measurements don't quite work.
There are strong reasons why pylon soloing works just fine:

1) Illusory damage is not reliable. It's always preferable to underestimate than overestimate capabilities, and to measure only the part of your raw DPS that is 100% reliable, counting the illusory part as a bonus against low HP targets. So healback on pylons is not an issue.

2) ST DPS metrics are only relevant vs. high HP targets (boss level and above) since against Lt and below, the # of attacks taken to kill a target can vary quite a lot depending on your luck with procs and so on. Pylon soloing models such situations reasonably accurately.

3) On top-tier builds, the portion of damage that heals back is a small part of total attack damage. On SW slotted with apoc + Gladiator's Javelin proc, the attack damage is an average of ~145 while the amount that heals back is only 19.6. In other words, if there was no healback you would get an extra 15.6% damage off SW. Since this is only one attack (albeit the highest DPA one), and a big part of controller damage now comes from DoT interfaces, in practice the gain will probably be well under 10%.


Even if you disagree, pylon soloing is still valuable in that it gives a lower range for your DPS. When exact values can't be calculated, the next best thing is to have lower and upper ranges for the real value.


 

Posted

Quote:
Originally Posted by Laevateinn View Post
There are strong reasons why pylon soloing works just fine:

1) Illusory damage is not reliable. It's always preferable to underestimate than overestimate capabilities, and to measure only the part of your raw DPS that is 100% reliable, counting the illusory part as a bonus against low HP targets. So healback on pylons is not an issue.

2) ST DPS metrics are only relevant vs. high HP targets (boss level and above) since against Lt and below, the # of attacks taken to kill a target can vary quite a lot depending on your luck with procs and so on. Pylon soloing models such situations reasonably accurately.

3) On top-tier builds, the portion of damage that heals back is a small part of total attack damage. On SW slotted with apoc + Gladiator's Javelin proc, the attack damage is an average of ~145 while the amount that heals back is only 19.6. In other words, if there was no healback you would get an extra 15.6% damage off SW. Since this is only one attack (albeit the highest DPA one), and a big part of controller damage now comes from DoT interfaces, in practice the gain will probably be well under 10%.


Even if you disagree, pylon soloing is still valuable in that it gives a lower range for your DPS. When exact values can't be calculated, the next best thing is to have lower and upper ranges for the real value.
I don't have a problem with folks looking at the time to solo a pylon as one way to compare characters . . . I'm just pointing out that the mechanics in Illusion are unique such that the standard tests don't take into account the unique elements of an Illusionist. The Illusory damage is far more reliable than the random damage from procs. It happens every time, and if you defeat the foe before the heal back, you keep the damage.

I have seen a lot of min-max people on the forums generally ignore the effect of minions and lieutenants. They view the low level foes as a minor inconvenience and discount any consideration of the need to get rid of them . . . mostly because any character with good AoE will wipe them out in no time. But Illusion is different. Illusion has no AoE damage untill APP/PPP levels, so PA and Phantasm are key to an Illusionist's damage. The pets, however will focus on minions and lieutenants if they are around, making it harder to take down the tough foes. Illusory damage helps you take out those low level foes faster, letting your pets focus on the tougher targets. Most of the time, one attack chain of Blind-SW-Blast-SW (or even less) will wipe out a single minion. It may take 1 to 2 chains for a lieutenant. Without the Illusory damage, it would take longer. Then, when the lower foes are gone and you can focus on those tougher targets, the "true" damage is a combination of your character's damage and the damage from the combined pets.

On the other hand, if the Illusionist does the same thing that most other characters do, by focusing attacks on the biggest foe first, he will waste all that Illusory damage and the pets will spend their time slowly wiping out the lower foes before focusing on the big guy. The overall Damage/Time will be substantially lower.

This is one reason why soloing a pylon is a poor measure of the effectiveness of an Illusion Controller. The main strength, of course, comes from an Illusionist's ability to distract a tough foe while being free to debuff and attack in relative safety. Pylon's aren't really big on distraction.

Also, I wouldn't consider the effect of PvP and purple procs. Very few people invest in a Glad proc for Spectral Wounds, and even the Apocalypse set is pretty darn expensive . . . I don't have either in my Ill/Rad. (Yes, I could get them, but with 32 level 50 characters, I don't want to invest that much into one, even if it is my favorite character of all.) Those procs are "chance to" procs, so the actual effect is up to the Random Number Generator. Over the long run, you can expect a certain effect, but you can't know on any one attack when those procs are going to hit. Illusory Damage, in comparison, hits every time that Spectral Wounds hits.


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
This is one reason why soloing a pylon is a poor measure of the effectiveness of an Illusion Controller.
Of course not. It would, however be an accurate measure of sustained ST DPS against a single hard target.

And yes, I do know how to play an illusion controller and how the powers work.

Quote:
Also, I wouldn't consider the effect of PvP and purple procs.
They are on my controller, so I consider them.


 

Posted

Quote:
Originally Posted by Laevateinn View Post
Oops! Try this:

A few things to note with this build: The numi proc is in radiant aura rather than the stadard health. You need to click radiant aura for it to fire, then you will keep the bonus for 2 minutes before it goes away. In practice this is less of a hassle than it sounds since you will be healing intermittently during combat anyway.

Note that with this build your KB prot. is in the set bonus from gladiator's armor in tough.

I also swapped out assault for tactics to cap flash's hitchance vs +3's. This is personal taste since Flash is the only attack affected, if you're not as anal as I am on capping the hitchance of AoE mezzes you can change it back.
First off, thanks.

I took a look at your build and it missed perma in a few spots so did some tweaking. Here are my notes:

Superior Invis - I know its endurance expensive, but in practice I find that I just turn it off before going into combat. So it seems like a wasted slot to lower its endurance. Maybe I'm missing something?

Spectral Terror - I love spectral terror, but realized that I had to drop Glimpse to meet the other goals. I decided to move the slot from SI to ST in order to keep the proc. Since the proc can go off on every attack and Spooky seems to attack a ton. I'm not sure there is a great place to put the slot anyway.

Blind - I left the purple set in for the 10% recharge; this allows all the powers to be permanent and only cost 1% ranged.

Summon Seer - I used the Acc/Rech instead of Dam/End because that allowed the seer to be permanent(along with the purple set in Blind)

Assault - I'd rather have 15% damage than capping flash

Hami-O - Out of curiosity can you combine them up to 53 AND then add 5 enhancement boosters? Not sure if it would actually do anything because of ED, just curious if you can, since Mids doesn't seem to let you.

Overall - It will have a larger gap between Blind/SW than my previous builds, but that is the trade off for more defense. I'm rather happy with it and imagine this is what I will go for unless I missed something major

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Posted

You may want to check: I think I saw something for the next issue about a fix for the Hami-O exploit, where Enzymes will no longer enhance Defense. Lots of people have been using that exploit for a long time, but I think I recall seeing that it is finally being fixed.


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
You may want to check: I think I saw something for the next issue about a fix for the Hami-O exploit, where Enzymes will no longer enhance Defense. Lots of people have been using that exploit for a long time, but I think I recall seeing that it is finally being fixed.
Good catch, but it is a simple fix changing them to Cytoskeleton Exposures only drops it by 0.2% defense.


 

Posted

I think I have afew things that I can add.

1) Adding enhancement boosters to your purples or level 50 IOs can add a dramatic boost to effectiveness. I don't know how to show the effect of boosters in Mids but I wen't from being very end efficient to being able to run myself dry because of how fast I could throw out the attacks. I boosted all of the purples in my build. The damage difference in Phantom Army after I took the purples to +5 was dramatic.

2) Think about adding the vet staffs to the single target rotation. (I'm assume you have them.) It does have weapon draw as part of it but from my experience against hard targets sometimes the Nemesis Staff and Blackwand was the difference. My build does use the fire APP, and I know you were asking about using Soul. Consume does a great job at what it does. Its large range means that I don't have to get too close in melee if I don't want to.

I didn't worry about defense on my build. I am very pleased with mine, however, any comments to make him more powerful would appeal to my greedy nature. (First attempt to post a build)

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Adam Nova: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Blind -- UbrkCons-Acc/Hold/Rchg:50(A), UbrkCons-Hold/Rchg:50(3), UbrkCons-Hold:50(3), UbrkCons-EndRdx/Hold:50(5), UbrkCons-Dam%:50(5)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx/Rchg:50(A), Dct'dW-Heal:50(7), Dct'dW-Heal/Rchg:50(7), Dct'dW-EndRdx/Rchg:50(9), Dct'dW-Heal/EndRdx:50(9)
Level 2: Spectral Wounds -- Apoc-Dmg/EndRdx:50(A), Apoc-Dmg:50(11), Apoc-Acc/Dmg/Rchg:50(11), Apoc-Dmg/Rchg:50(13), Apoc-Dam%:50(13)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod/Acc:50(15), Efficacy-EndMod:50(15), Efficacy-EndMod/Rchg:50(17), Efficacy-EndMod/Acc/Rchg:50(17), Efficacy-Acc/Rchg:50(50)
Level 6: Deceive -- CoPers-Conf:50(A), CoPers-Conf/EndRdx:50(19), CoPers-Conf/Rchg:50(19), CoPers-Acc/Conf/Rchg:50(21), CoPers-Conf%:50(21)
Level 8: Superior Invisibility -- RedFtn-EndRdx:50(A), LkGmblr-Rchg+:50(23), RedFtn-Def/EndRdx/Rchg:50(23), RedFtn-Def/EndRdx:50(25), RedFtn-EndRdx/Rchg:50(25), RedFtn-Def:50(27)
Level 10: Fly -- Zephyr-Travel/EndRdx:50(A)
Level 12: Flash -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(46), BasGaze-EndRdx/Rchg/Hold:30(46), BasGaze-Acc/EndRdx/Rchg/Hold:30(50), Lock-%Hold:50(50)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(43), RechRdx-I:50(43)
Level 16: Radiation Infection -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-Rchg/EndRdx:50(27), DarkWD-ToHitDeb/Rchg:50(29), DarkWD-ToHitdeb/Rchg/EndRdx:50(29), LdyGrey-DefDeb/EndRdx:50(31), LdyGrey-DefDeb:50(31)
Level 18: Phantom Army -- S'bndAl-Build%:50(A), S'bndAl-Dmg/EndRdx:50(31), S'bndAl-Dmg:50(33), S'bndAl-Acc/Dmg/Rchg:50(33), S'bndAl-Dmg/Rchg:50(33)
Level 20: Enervating Field -- EndRdx-I:50(A)
Level 22: Lingering Radiation -- TmpRdns-Acc/Slow:50(A), TmpRdns-EndRdx/Rchg/Slow:50(34)
Level 24: Maneuvers -- LkGmblr-Rchg+:50(A)
Level 26: Spectral Terror -- Abys-Dam%:50(A), Abys-Acc/Fear/Rchg:50(34), Abys-Acc/Rchg:50(34), Abys-Acc/EndRdx:50(36), Abys-EndRdx/Fear:50(36)
Level 28: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 30: Hover -- LkGmblr-Rchg+:50(A)
Level 32: Phantasm -- ExRmnt-EndRdx/Dmg/Rchg:50(A), ExRmnt-Dmg/EndRdx:50(39), ExRmnt-Acc/Dmg/Rchg:50(39), ExRmnt-Acc/Dmg:50(39)
Level 35: Group Invisibility -- LkGmblr-Rchg+:50(A)
Level 38: EM Pulse -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-Acc/Hold:30(40), BasGaze-Rchg/Hold:30(40), BasGaze-Acc/Rchg:30(40)
Level 41: Fire Ball -- Ragnrk-Knock%:50(A), Ragnrk-Dmg/EndRdx:50(42), Ragnrk-Dmg:50(42), Ragnrk-Acc/Dmg/Rchg:50(42), Ragnrk-Dmg/Rchg:50(43)
Level 44: Fire Blast -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(45), Thundr-Acc/Dmg:50(45), Thundr-Dmg/EndRdx:50(45), Thundr-Acc/Dmg/Rchg:50(46)
Level 47: Consume -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(48), P'Shift-EndMod:50(48), P'Shift-EndMod/Rchg:50(48)
Level 49: Rise of the Phoenix -- Amaze-Acc/Stun/Rchg:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(36)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(37), P'Shift-EndMod:50(37), P'Shift-EndMod/Rchg:50(37)

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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. 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.

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 -- (A)(3)(3)(5)(5)(7)
Level 1: Radiant Aura -- (A)(7)(9)(9)(11)(37)
Level 2: Spectral Wounds -- (A)(11)(13)(13)(15)(15)
Level 4: Radiation Infection -- (A)(17)(17)
Level 6: Accelerate Metabolism -- (A)(19)(21)(21)
Level 8: Deceive -- (A)(23)(23)(25)(25)(27)
Level 10: Enervating Field -- (A)
Level 12: Superior Invisibility -- (A)(19)(46)(50)
Level 14: Hover -- (A)(39)(43)(48)
Level 16: Fly -- (A)(29)
Level 18: Phantom Army -- (A)(29)(31)(31)(45)
Level 20: Hasten -- (A)(27)
Level 22: Lingering Radiation -- (A)
Level 24: Flash -- (A)(33)(43)(43)
Level 26: Spectral Terror -- (A)
Level 28: Maneuvers -- (A)(31)(45)
Level 30: Kick -- (A)(39)(39)(40)
Level 32: Phantasm -- (A)(33)(33)(34)(34)(34)
Level 35: Ice Blast -- (A)(36)(36)(36)(37)(37)
Level 38: Hibernate -- (A)
Level 41: Frozen Armor -- (A)(42)(42)(42)(48)
Level 44: EM Pulse -- (A)(45)(46)(46)
Level 47: Tough -- (A)(48)
Level 49: Weave -- (A)(50)(50)
Level 50: Agility Core Paragon
Level 50: Clarion Core Epiphany
------------
Level 2: Swift -- (A)
Level 2: Health -- (A)
Level 2: Hurdle -- (A)
Level 2: Stamina -- (A)(40)(40)
Level 1: Brawl -- (A)
Level 1: Containment
Level 1: Sprint -- (A)
Level 2: Rest -- (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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