Illusion/ ?? help :)


Hyperstrike

 

Posted

hey all, so i was thinking of making an illusion character, and ive called him nightmare x, i wasnt sure if i should pair radiation with him, since its supposed to be the best combo, or go with thermal, if anyone has any ideas or suggestions within reason please help i would love to know what would be a good choice, the only reason ive not chosen radiation outright is because it is too common and prefer something different for a change many thanks.


 

Posted

I'd go /Dark if /rad was out of the question. or /storm.... but /dark with a name like that.


 

Posted

Ill/cold is cheatyface good, but if you want rad, go rad. Damn the torpedoes.


 

Posted

Quote:
Originally Posted by SinisterDirge View Post
Ill/cold is cheatyface good, but if you want rad, go rad. Damn the torpedoes.
You need rad blast to get the torpedoes...


 

Posted

Quote:
Originally Posted by sypher_vendetta View Post
hey all, so i was thinking of making an illusion character, and ive called him nightmare x, i wasnt sure if i should pair radiation with him, since its supposed to be the best combo, or go with thermal, if anyone has any ideas or suggestions within reason please help i would love to know what would be a good choice, the only reason ive not chosen radiation outright is because it is too common and prefer something different for a change many thanks.
Illusion as a primary works with all of the secondaries. No matter what secondary you choose, I suggest you take a look at my Illusion/Radiaiton guide, as it will give you a lot of information and strategy on using the Illusion primary. But here's a quick run-down:

Illusion is quite a bit different than other control sets. It has only two AoE control powers, its PB AoE hold and a fear-inducing pet. The damage is limited to single target, except the pet has a cone attack that it tends to use on single targets. It has two forms of invisibility and a wonderful no-aggro single target confuse. It has no AoE damage.

The key to Illusion builds is Phantom Army. PA are three unbuffable, invulnerable pets that last 60 seconds and recharge in 240. Illusion has lots of othe great powers, but PA is the key to the set. With about 205% global recharge, you can have PA recharge just as they expire, also known as "Perma-PA." While you can have a very good character without perma-PA, that is generally the goal for the end-game. In any event, you want as much Recharge as you can get.

Additionally, since PA cannot be buffed, you can only improve their performance by using debuffs on the foes. Resistance Debuffs will increase the damage done by PA, while Defense Debuffs will improve PA's accuracy.

The other key thing to understand about Illusion is the unique Spectral Damage, where some of the damage heals back after a few seconds unless you can defeat the foes before the heal-back. This gives Illusion good burst damage but weakens its longer term damage. My guide discusses Spectral Damage and strategies to make good use of it.

Only two secondaries offer a Recharge buff and debuffs to Resistance and Defense: Rad and Time. Kinetics can give you a Recharge buff but no debuffs, while several other secondaries have debuffs but no Recharge buff. For these other sets, it takes a lot more Recharge bonuses from IO sets to get Perma-PA.

Ill/Rad has long been one of the best builds in the game, and was well known as an AV killer even before IOs. It gets 30% Recharge from Accelerate Metabolism. It has debuffs in two toggle powers that make it easy to set and forget when fighting tough targets. Several other things make the secondary appealing -- a self-heal, a Recovery self-buff, an AoE Slow that also has a large -Regen effect, a second (much more powerful) PB AoE Hold and two or three skippable powers that can provide flexibility to your build. My guide goes into more detail.

Ill/Time is pretty comparable. One downside to Ill/Time compared to Ill/Rad is that the Debuffs and the Recharge buff come late in the secondary. But Ill/Time actually has a bigger Recharge buff (50% vs. 30%) and some pretty nice powers overall. And because Time is a fairly new set, Ill/Time is much rarer than Ill/Rad.

After those two, I would say the next best two combos are Ill/Cold and Ill/Dark. Ill/Cold has no Recharge buff and no self-heal. But it has an outstanding Recovery buff and very powerful debuffs -- a well-slotted Ill/Cold is probably the best AV killer in the game. Ill/Dark has lots of great powers including a self-heal, good -Regen, great -ToHit, an extra pet, a patch Slow with -Resistance and a nice Defense buff. Both of these have a stealth Aura that, combined with Super Speed or a Stealth IO, allow you to skip both Invisibility powers in Illusion if you choose.

I would put Ill/Storm pretty close to Ill/Cold and Ill/Dark, except that Ill/Storm tends to be very chaotic by throwing bad guys all over the place unless you limit the use of some of your powers. The last two powers in the set add some nice damage. Ill/Storm also has the stealth aura and lacks both a Recharge buff and a self-heal, but has a great debuff that also adds control, plus some other control powers.

Ill/TA is a different kind of build -- I found it to be far more effective always at range. Send the PA, and then stand back and fire off arrows. Illusion may be the best primary to pair with Trick Arrow if you want to try TA.

Ill/Emp is a popular combo as a great battlefiled healer/buffer. Illusion provides invisibility, confusion and distraction to make it easier to save teammates. Emp really doesn't have much to help Illusion, though. Ill/Nature may be similar, but I haven't really explored the Nature set yet.

Ill/Kin is another popular pairing, but there are some synergy problems. Illusion is a great set. Kinetics is a great set. Together they are good, but Illusion mostly lend itself to a ranged playstyle while Kinetics needs melee. PA can't be buffed, and kinetics specializes in strong buffs. The Recharge buff will help you get PA out more often when you have foes to siphon off of . . . And Phantasm has knockback, which he sometimes uses just when you are lining up a foe to siphon off of, knocking the foe out of range. Still, some people love their Ill/Kins.

Ill/Therm, Ill/Sonic and Ill/FF are fairly rare. Therm and Sonic both have Resistance debuffs but no Recharge. Them has a self-heal, but much of the set is focused on buffs, and PA can't be buffed. Sonic and FF are also a buffing sets -- one advantage is that Sonic and FF have partial mez protection.

I know folks who love Ill/FF even though it has almost no synergy at all -- but it can be really safe . . . just throw out PA and Phanty, then bubble up in Personal Force Field for safety.

If there is a combo that interests you, try it out. But that's my run down on the pairings with Illusion. Ill/Rad is my favorite and has been for a long time, but Ill/Time, Ill/Cold and Ill/Storm are also great combos. I haven't directly tried Ill/Dark yet, as I already have 5 Illusion Controllers at incarnate levels, but I have a Dark/Dark and have played lots of Dark Miasma so I can guess how Ill/Dark probably plays. For anything other than Ill/Rad and Ill/Time, expect a very expensive build if you want Perma-PA.


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 SinisterDirge View Post
Ill/cold is cheatyface good, but if you want rad, go rad. Damn the torpedoes.
+1 for /Cold. Ridiculously good. I like it better than /Rad and abandoned my /Rad for it. Haven't looked back since.

-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."

 

Posted

Quote:
Originally Posted by Local_Man View Post
Illusion as a primary works with all of the secondaries. No matter what secondary you choose, I suggest you take a look at my Illusion/Radiaiton guide, as it will give you a lot of information and strategy on using the Illusion primary. But here's a quick run-down:

Illusion is quite a bit different than other control sets. It has only two AoE control powers, its PB AoE hold and a fear-inducing pet. The damage is limited to single target, except the pet has a cone attack that it tends to use on single targets. It has two forms of invisibility and a wonderful no-aggro single target confuse. It has no AoE damage.

The key to Illusion builds is Phantom Army. PA are three unbuffable, invulnerable pets that last 60 seconds and recharge in 240. Illusion has lots of othe great powers, but PA is the key to the set. With about 205% global recharge, you can have PA recharge just as they expire, also known as "Perma-PA." While you can have a very good character without perma-PA, that is generally the goal for the end-game. In any event, you want as much Recharge as you can get.

Additionally, since PA cannot be buffed, you can only improve their performance by using debuffs on the foes. Resistance Debuffs will increase the damage done by PA, while Defense Debuffs will improve PA's accuracy.

The other key thing to understand about Illusion is the unique Spectral Damage, where some of the damage heals back after a few seconds unless you can defeat the foes before the heal-back. This gives Illusion good burst damage but weakens its longer term damage. My guide discusses Spectral Damage and strategies to make good use of it.

Only two secondaries offer a Recharge buff and debuffs to Resistance and Defense: Rad and Time. Kinetics can give you a Recharge buff but no debuffs, while several other secondaries have debuffs but no Recharge buff. For these other sets, it takes a lot more Recharge bonuses from IO sets to get Perma-PA.

Ill/Rad has long been one of the best builds in the game, and was well known as an AV killer even before IOs. It gets 30% Recharge from Accelerate Metabolism. It has debuffs in two toggle powers that make it easy to set and forget when fighting tough targets. Several other things make the secondary appealing -- a self-heal, a Recovery self-buff, an AoE Slow that also has a large -Regen effect, a second (much more powerful) PB AoE Hold and two or three skippable powers that can provide flexibility to your build. My guide goes into more detail.

Ill/Time is pretty comparable. One downside to Ill/Time compared to Ill/Rad is that the Debuffs and the Recharge buff come late in the secondary. But Ill/Time actually has a bigger Recharge buff (50% vs. 30%) and some pretty nice powers overall. And because Time is a fairly new set, Ill/Time is much rarer than Ill/Rad.

After those two, I would say the next best two combos are Ill/Cold and Ill/Dark. Ill/Cold has no Recharge buff and no self-heal. But it has an outstanding Recovery buff and very powerful debuffs -- a well-slotted Ill/Cold is probably the best AV killer in the game. Ill/Dark has lots of great powers including a self-heal, good -Regen, great -ToHit, an extra pet, a patch Slow with -Resistance and a nice Defense buff. Both of these have a stealth Aura that, combined with Super Speed or a Stealth IO, allow you to skip both Invisibility powers in Illusion if you choose.

I would put Ill/Storm pretty close to Ill/Cold and Ill/Dark, except that Ill/Storm tends to be very chaotic by throwing bad guys all over the place unless you limit the use of some of your powers. The last two powers in the set add some nice damage. Ill/Storm also has the stealth aura and lacks both a Recharge buff and a self-heal, but has a great debuff that also adds control, plus some other control powers.

Ill/TA is a different kind of build -- I found it to be far more effective always at range. Send the PA, and then stand back and fire off arrows. Illusion may be the best primary to pair with Trick Arrow if you want to try TA.

Ill/Emp is a popular combo as a great battlefiled healer/buffer. Illusion provides invisibility, confusion and distraction to make it easier to save teammates. Emp really doesn't have much to help Illusion, though. Ill/Nature may be similar, but I haven't really explored the Nature set yet.

Ill/Kin is another popular pairing, but there are some synergy problems. Illusion is a great set. Kinetics is a great set. Together they are good, but Illusion mostly lend itself to a ranged playstyle while Kinetics needs melee. PA can't be buffed, and kinetics specializes in strong buffs. The Recharge buff will help you get PA out more often when you have foes to siphon off of . . . And Phantasm has knockback, which he sometimes uses just when you are lining up a foe to siphon off of, knocking the foe out of range. Still, some people love their Ill/Kins.

Ill/Therm, Ill/Sonic and Ill/FF are fairly rare. Therm and Sonic both have Resistance debuffs but no Recharge. Them has a self-heal, but much of the set is focused on buffs, and PA can't be buffed. Sonic and FF are also a buffing sets -- one advantage is that Sonic and FF have partial mez protection.

I know folks who love Ill/FF even though it has almost no synergy at all -- but it can be really safe . . . just throw out PA and Phanty, then bubble up in Personal Force Field for safety.

If there is a combo that interests you, try it out. But that's my run down on the pairings with Illusion. Ill/Rad is my favorite and has been for a long time, but Ill/Time, Ill/Cold and Ill/Storm are also great combos. I haven't directly tried Ill/Dark yet, as I already have 5 Illusion Controllers at incarnate levels, but I have a Dark/Dark and have played lots of Dark Miasma so I can guess how Ill/Dark probably plays. For anything other than Ill/Rad and Ill/Time, expect a very expensive build if you want Perma-PA.

i took the time to read all that and have to say that ill probs stay rad, i would try a thermal on beta nd see how he fares there, as for time, thematically it would not fit however it is a good tasty set to begin with, thank you so much for the help and i definitely will be reading your guide tonight to see what powers i should take and need.


 

Posted

I love my Illus/Rad. I just love /Rad in general, its a nice variety of flavors. I felt a little bad since that turned out to be the "popular" combo (I had picked it before really looking it up) but whatever, play what you want to have fun with! I got over fussing about how overdone fire/kin was and was glad I decided to go ahead and do it.


_Victory_
Character List

 

Posted

I will second Ill/Dark.. only because thats the only illusion toon i have and love it.... as Local man stated anything beyond ill/rad is expensive, and ill/dark got expensive, but was worth it in the end, since influence isnt really a problem for me.... i did it mainly for the extra pets and also went with leviathon pp for Coralax and water spout... so that gives me

PA
Phantasm
spectral terror
Dark Servant
Coralax
Water Spout

its quite fit and has no issues solo'ing av's but of course the debuffs arent as great as rad.....i like to play this toon with my sg mates ill/rad.,..its stupid fun and definitely cheatyface lol....enjoy!


 

Posted

I just got my Ill/Rad/Psi to 50 and have it tricked out over 205% recharge (with AM).

Just absolute enemy-munching mayhem!

I'm soloing high mission diff in DA with almost no problems.

The one thing I'm noticing happens to be bugs though.

Defilers cast Ice Storm. But, instead of casting it on your PA like they should try to, it auto-centers on you. No biggie. Just move out of it before it does any serious damage.

Ill/Anything is kinda rough at the get-go. Once you have PA though, the game COMPLETELY changes for you.

Normally what I'll do is sneak in on a group, drop PA, wait a sec for aggro to be anchored, then drop debuffs.

From that point on I move in a bit to allow my Phantasm to aggro and then start sailing in Spectral Wounds, Deceive, Psi Tornado, and my Vet ranged attacks. Stuff just falls over dead in droves.

Oh, and for those times when you get the Recharge Bonus off Secondary Mutation?

YEAH BABY!

Here's the non-finalized version.

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Morrigon: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Spectral Wounds -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(3), Apoc-Acc/Dmg/Rchg:50(3), Apoc-Acc/Rchg:50(5), Apoc-Dmg/EndRdx:50(5)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx:45(A), Dct'dW-EndRdx/Rchg:45(7), Dct'dW-Heal/Rchg:45(7), Dct'dW-Heal/EndRdx/Rchg:45(9), Dct'dW-Heal:45(50)
Level 2: Deceive -- CoPers-Acc/Conf/Rchg:50(A), CoPers-Acc/Rchg:50(9), CoPers-Conf/EndRdx:50(11), CoPers-Conf/Rchg:50(11), CoPers-Conf%:50(13), Mlais-Dam%:50(34)
Level 4: Accelerate Metabolism -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(17), Efficacy-EndMod/Acc/Rchg:50(19), Efficacy-Acc/Rchg:50(19), Efficacy-EndMod/Acc:50(21), Efficacy-EndMod/EndRdx:50(21)
Level 6: Flash -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(23), UbrkCons-Acc/Hold/Rchg:50(23), UbrkCons-Acc/Rchg:50(25), UbrkCons-EndRdx/Hold:50(25)
Level 8: Superior Invisibility -- EndRdx-I:45(A), EndRdx-I:45(27), LkGmblr-Rchg+:50(27)
Level 10: Enervating Field -- EndRdx-I:45(A), EndRdx-I:45(29)
Level 12: Group Invisibility -- LkGmblr-Rchg+:50(A)
Level 14: Recall Friend -- RechRdx-I:45(A)
Level 16: Mutation -- RechRdx-I:45(A)
Level 18: Phantom Army -- ExRmnt-EndRdx/Dmg/Rchg:30(A), ExRmnt-Acc/Dmg/Rchg:48(29), ExRmnt-Acc/Rchg:45(31), ExRmnt-Acc/Dmg:45(31), RechRdx-I:50(31), Dmg-I:50(33)
Level 20: Lingering Radiation -- RechRdx-I:45(A), RechRdx-I:45(33)
Level 22: Hasten -- RechRdx-I:45(A), RechRdx-I:45(33)
Level 24: Combat Jumping -- EndRdx-I:45(A), LkGmblr-Rchg+:50(34), Krma-ResKB:30(34)
Level 26: Spectral Terror -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(36), SWotController-EndRdx/Rchg:50(36), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(36), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(37), SWotController-Rchg/Dmg%:50(37)
Level 28: Choking Cloud -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(37), BasGaze-Rchg/Hold:30(39), BasGaze-EndRdx/Rchg/Hold:30(39), Lock-Acc/EndRdx/Rchg/Hold:50(39), Lock-%Hold:50(40)
Level 30: Maneuvers -- EndRdx-I:45(A), LkGmblr-Rchg+:50(40)
Level 32: Phantasm -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Dmg/EndRdx:50(40), ExRmnt-Acc/Dmg/Rchg:50(42), ExRmnt-EndRdx/Dmg/Rchg:50(42)
Level 35: Indomitable Will -- RechRdx-I:45(A), LkGmblr-Rchg+:50(42)
Level 38: Fallout -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(43), Posi-Dmg/Rchg:50(43), Posi-Dmg/Rng:50(43), Posi-Acc/Dmg/EndRdx:50(45)
Level 41: Mind Over Body -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:30(45)
Level 44: Psionic Tornado -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(46), Ragnrk-Acc/Rchg:50(46), Ragnrk-Dmg/EndRdx:50(46)
Level 47: EM Pulse -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(48), BasGaze-Rchg/Hold:30(48), BasGaze-EndRdx/Rchg/Hold:30(48)
Level 49: Radiation Infection -- DarkWD-ToHitDeb/EndRdx:50(A), DampS-ToHitDeb/EndRdx:50(50), EndRdx-I:50(50)
Level 1: Brawl -- Acc-I:45(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:27(A)
Level 2: Rest -- RechRdx-I:45(A)
Level 2: Swift -- Run-I:35(A)
Level 2: Hurdle -- Jump-I:30(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:29(13), Numna-Heal:50(15)
Level 2: Stamina -- EndMod-I:45(A), EndMod-I:45(15), EndMod-I:45(17)
Level 1: Containment
Level 4: Ninja Run
Level 50: Agility Core Paragon
------------



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Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Quote:
Originally Posted by Hyperstrike View Post
I just got my Ill/Rad/Psi to 50 and have it tricked out over 205% recharge (with AM).

Just absolute enemy-munching mayhem!

I'm soloing high mission diff in DA with almost no problems.

The one thing I'm noticing happens to be bugs though.

Defilers cast Ice Storm. But, instead of casting it on your PA like they should try to, it auto-centers on you. No biggie. Just move out of it before it does any serious damage.

Ill/Anything is kinda rough at the get-go. Once you have PA though, the game COMPLETELY changes for you.

Normally what I'll do is sneak in on a group, drop PA, wait a sec for aggro to be anchored, then drop debuffs.

From that point on I move in a bit to allow my Phantasm to aggro and then start sailing in Spectral Wounds, Deceive, Psi Tornado, and my Vet ranged attacks. Stuff just falls over dead in droves.

Oh, and for those times when you get the Recharge Bonus off Secondary Mutation?

YEAH BABY!

Here's the non-finalized version.

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Morrigon: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Spectral Wounds -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(3), Apoc-Acc/Dmg/Rchg:50(3), Apoc-Acc/Rchg:50(5), Apoc-Dmg/EndRdx:50(5)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx:45(A), Dct'dW-EndRdx/Rchg:45(7), Dct'dW-Heal/Rchg:45(7), Dct'dW-Heal/EndRdx/Rchg:45(9), Dct'dW-Heal:45(50)
Level 2: Deceive -- CoPers-Acc/Conf/Rchg:50(A), CoPers-Acc/Rchg:50(9), CoPers-Conf/EndRdx:50(11), CoPers-Conf/Rchg:50(11), CoPers-Conf%:50(13), Mlais-Dam%:50(34)
Level 4: Accelerate Metabolism -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(17), Efficacy-EndMod/Acc/Rchg:50(19), Efficacy-Acc/Rchg:50(19), Efficacy-EndMod/Acc:50(21), Efficacy-EndMod/EndRdx:50(21)
Level 6: Flash -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(23), UbrkCons-Acc/Hold/Rchg:50(23), UbrkCons-Acc/Rchg:50(25), UbrkCons-EndRdx/Hold:50(25)
Level 8: Superior Invisibility -- EndRdx-I:45(A), EndRdx-I:45(27), LkGmblr-Rchg+:50(27)
Level 10: Enervating Field -- EndRdx-I:45(A), EndRdx-I:45(29)
Level 12: Group Invisibility -- LkGmblr-Rchg+:50(A)
Level 14: Recall Friend -- RechRdx-I:45(A)
Level 16: Mutation -- RechRdx-I:45(A)
Level 18: Phantom Army -- ExRmnt-EndRdx/Dmg/Rchg:30(A), ExRmnt-Acc/Dmg/Rchg:48(29), ExRmnt-Acc/Rchg:45(31), ExRmnt-Acc/Dmg:45(31), RechRdx-I:50(31), Dmg-I:50(33)
Level 20: Lingering Radiation -- RechRdx-I:45(A), RechRdx-I:45(33)
Level 22: Hasten -- RechRdx-I:45(A), RechRdx-I:45(33)
Level 24: Combat Jumping -- EndRdx-I:45(A), LkGmblr-Rchg+:50(34), Krma-ResKB:30(34)
Level 26: Spectral Terror -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(36), SWotController-EndRdx/Rchg:50(36), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(36), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(37), SWotController-Rchg/Dmg%:50(37)
Level 28: Choking Cloud -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(37), BasGaze-Rchg/Hold:30(39), BasGaze-EndRdx/Rchg/Hold:30(39), Lock-Acc/EndRdx/Rchg/Hold:50(39), Lock-%Hold:50(40)
Level 30: Maneuvers -- EndRdx-I:45(A), LkGmblr-Rchg+:50(40)
Level 32: Phantasm -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Dmg/EndRdx:50(40), ExRmnt-Acc/Dmg/Rchg:50(42), ExRmnt-EndRdx/Dmg/Rchg:50(42)
Level 35: Indomitable Will -- RechRdx-I:45(A), LkGmblr-Rchg+:50(42)
Level 38: Fallout -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(43), Posi-Dmg/Rchg:50(43), Posi-Dmg/Rng:50(43), Posi-Acc/Dmg/EndRdx:50(45)
Level 41: Mind Over Body -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:30(45)
Level 44: Psionic Tornado -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(46), Ragnrk-Acc/Rchg:50(46), Ragnrk-Dmg/EndRdx:50(46)
Level 47: EM Pulse -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(48), BasGaze-Rchg/Hold:30(48), BasGaze-EndRdx/Rchg/Hold:30(48)
Level 49: Radiation Infection -- DarkWD-ToHitDeb/EndRdx:50(A), DampS-ToHitDeb/EndRdx:50(50), EndRdx-I:50(50)
Level 1: Brawl -- Acc-I:45(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:27(A)
Level 2: Rest -- RechRdx-I:45(A)
Level 2: Swift -- Run-I:35(A)
Level 2: Hurdle -- Jump-I:30(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:29(13), Numna-Heal:50(15)
Level 2: Stamina -- EndMod-I:45(A), EndMod-I:45(15), EndMod-I:45(17)
Level 1: Containment
Level 4: Ninja Run
Level 50: Agility Core Paragon
------------



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Would you mind if I made a few comments on your build?

The biggest problem I see is the lack of Blind. Blind is essential to set up Containment for Spectral Wounds. I don't care how well you slot Spectral Wounds, you will get a lot more damage if you double that damage with Blind first. Plus the single target hold is an essential power. Plus, you can add some damage to it as well. My usual recommended slotting is 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage. You can get more damage on average with some procs, but that damage is inconsistant. I would rather have the consistant damage.

You also miss out on a lot of damage because you can't take advantage of Spectral Damage. I explain in my Ill/Rad guide how important it is to have a fast attack chain so that you can kill off lower level foes quickly before the heal-back. You really need an attack chain of Blind-SW-Blast-SW. You have skipped the APP blast needed for this. This blast is far, far more important than a situational power like Fallout.

You have a damage proc in Deceive. One of the best aspects of Deceive is that it does not draw aggro. No aggro allows you to stack it on a boss (or even an AV) or re-cast in case it misses. Putting a damage proc in the power will have a chance to draw aggro if the foe is not confused on the first shot. Deceive is one of the best ways to avoid having problems with bosses when solo or to take out a problem foe who has debuffs or mez, and the damage proc can ruin that.

I see some significant endurance issues if you actually run all or most of your toggles. I explain in my Ill/Rad guide why I don't like Choking Cloud for an Ill/Rad . . . but if you are going to take it, you need more Endurance Reduction. (I would drop Choking Cloud and use those slots for Blind, taken at level 1 or 2.)

The other points are more personal preferance, but I think I have some pretty good reasons for my preferences.

I'm not a fan of running Maneuvers unless you have a bunch of Defense, but that's OK if that's what you want to do. I just don't think it is really needed if you have Perma-PA. It may provide some small benefit for the team, but the power doesn't provide hardly any benefit for you.

I have no idea why you have a Stealth IO in Sprint when you have both SI and GI.

Ling Rad needs an Accuracy and that's all once you have a perma-PA build. You don't need 2 Recharge. It needs that Acc because it needs to HIT on AVs for the -Regen.

Combat Jumping only uses .07 endurance. It is a waste of a slot to add EndRdx to it. Also, rather than spending a slot in CJ for a Karma -Knockback, why not put a Zephyr -Knockback in Recall Friend, where the Recharge has very little benefit? That would save you two slots.

I'm not a fan of the Psi pool for Illusion because it is the same damage type. Foes who are Psi resistant will be hard for you to defeat. I understand wanting mez protection, but if PA are drawing the aggro, you shouldn't get hit with Mez very often. (However, if you are running Choking Cloud, I can see why you would need Indomidible Will more since you draw more aggro.) I like the Fire pool because Fire Blast and Fireball do more damage quickly -- up front damage helps you kill faster and take advantage of spectral damage. If you want a place for a LotG Recharge, then you can go with the Ice pool -- Ice Blast, Frost Breath (or Ice Storm, but I like Frost Breath better), Ice Armor and Hibernate. Both Fire and Ice are rarely resisted so they will help you defeat foes better. My Ill/Rad guide discusses this in more detail.


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'll probably be shut down for this but I found Ill/Rad so boring to play. Your toggles and pets do all the work for you. I'll throw another vote to Cold.


 

Posted

Quote:
Originally Posted by Melancholia View Post
I'll probably be shut down for this but I found Ill/Rad so boring to play. Your toggles and pets do all the work for you. I'll throw another vote to Cold.
If you are standing around letting the pets and toggles do everything, then you aren't using the build to its best. Strategically using the single target damage with an attack chain will let an Ill/Rad be far more effective. I am very active when playing my Ill/Rad, taking out minions and Lts, choosing my next anchor in case my current one gets killed, moving to try to direct Phanty. If everything else is handled, applying the attack chain to the remaining tough targets will add to the damage and get you on to the next group.

There's certainly nothing wrong with preferring Ill/Cold, but I don't see why playing an Ill/Rad would be boring.


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
If you are standing around letting the pets and toggles do everything, then you aren't using the build to its best. Strategically using the single target damage with an attack chain will let an Ill/Rad be far more effective. I am very active when playing my Ill/Rad, taking out minions and Lts, choosing my next anchor in case my current one gets killed, moving to try to direct Phanty. If everything else is handled, applying the attack chain to the remaining tough targets will add to the damage and get you on to the next group.

There's certainly nothing wrong with preferring Ill/Cold, but I don't see why playing an Ill/Rad would be boring.
It's just personal preference. I prefer support and control sets where I really feel like I'm having an impact and neither ill/ nor /rad do that for me even though I know they're both very good. Blasting doesn't suit my playstyle as a controller.


 

Posted

i use an ill/cold and one of my fav toons, but i agree with localman that illusion works well with any secondary

from what i seen with nature it will prolly be similar to an ill/emp but have more variety of buff and debuff, the debuff toggle provides a constant -150% regen and is autohit and you have some -resist in form of the tier 1 power

most of the other powers in nature are of buff variety that will not be able to help anything but yourself and the phantasm (although it does also have a choking cloud clone to help with crowd control)

ive been messing around with nature affinity on a fire control/nature affinity controller and so far its been pretty amazing


 

Posted

Quote:
Originally Posted by Melancholia View Post
I'll probably be shut down for this but I found Ill/Rad so boring to play. Your toggles and pets do all the work for you. I'll throw another vote to Cold.
I'm with you Melancholia. I have struggled for years to get an Illusion troller that I could play and finally got one to PA... and he fell on the chopping block for a new character. I may try an ill/dark when I go for a new try *shrug*


 

Posted

Quote:
Originally Posted by Local_Man View Post
Would you mind if I made a few comments on your build?
Please. This is my first Ill/Rad.
Just keep in mind that this build is more or less "organic". A product of just taking the powers as I leveled and then slotting up for maximum available recharge as I went along.

Also, the slottings of the purples aren't quite correct.
All of them forego the single-aspect IO (Hold, Damage, etc) in favor of the set procs.



Quote:
The biggest problem I see is the lack of Blind. Blind is essential to set up Containment for Spectral Wounds. I don't care how well you slot Spectral Wounds, you will get a lot more damage if you double that damage with Blind first. Plus the single target hold is an essential power. Plus, you can add some damage to it as well. My usual recommended slotting is 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage. You can get more damage on average with some procs, but that damage is inconsistant. I would rather have the consistant damage.
Understood.

Quote:
You also miss out on a lot of damage because you can't take advantage of Spectral Damage. I explain in my Ill/Rad guide how important it is to have a fast attack chain so that you can kill off lower level foes quickly before the heal-back. You really need an attack chain of Blind-SW-Blast-SW. You have skipped the APP blast needed for this. This blast is far, far more important than a situational power like Fallout.
Actually I'm kind of relying on Psi Tornado for a good chunk of my damage right now. Damage isn't "great", but I also haven't been coming up against a lot of heavily +Level enemies either.

And I agree about Fallout. I've used it all of maybe once since I got it. Mental Blast would probably be a better power choice there.

Quote:
You have a damage proc in Deceive.
??
Ah. I'd been fiddling with the power selections a bit and I must have displaced one of the slots back into Deceive before I exported.

There's no damage IO in there currently. The pre-purple build DID have it in there though.

Quote:
I see some significant endurance issues if you actually run all or most of your toggles. I explain in my Ill/Rad guide why I don't like Choking Cloud for an Ill/Rad . . . but if you are going to take it, you need more Endurance Reduction. (I would drop Choking Cloud and use those slots for Blind, taken at level 1 or 2.)
Honestly, I'm really NOT running into endurance issues at the moment. I expect more when I actually flip over to the Agility Alpha. Currently I'm running Cardiac Total Core Revamp (again, fiddling).

With a rework to enhance my attack chain, I figure I'll see more end consumption.

Also, from what I'm seeing the recharge portion of Agility is doing jack-squat for the recharge in PA.

One more thing. Choking Cloud is basically for those times when I DO find myself, unavoidably, in melee range. A good chunk of the time I run with CC off.

Quote:
I'm not a fan of running Maneuvers unless you have a bunch of Defense, but that's OK if that's what you want to do. I just don't think it is really needed if you have Perma-PA. It may provide some small benefit for the team, but the power doesn't provide hardly any benefit for you.
Mostly have it as an IO mule for the LOTG. Even so, between CJ, Maneuvers and set bonuses (as well as the two 3% defense IOs), that takes me above 25% Ranged defense (before layering on GI). Cutting down on any damage that DOES come my way significantly.

Quote:
I have no idea why you have a Stealth IO in Sprint when you have both SI and GI.
Because it dropped for me very early on (before I even got SI) and I slotted it.

It HAS caused problems once. My SI dropped on zoning once and I didn't notice it. This was during the vines mission in an MOSTF and I got plastered before I noticed the toggle wasn't active.

It's not like it's helping me in PVP at all, since I avoid PVP like the plague.

Quote:
Ling Rad needs an Accuracy and that's all once you have a perma-PA build. You don't need 2 Recharge. It needs that Acc because it needs to HIT on AVs for the -Regen.
Agreed. Was looking at that anyhoo.



Quote:
Combat Jumping only uses .07 endurance. It is a waste of a slot to add EndRdx to it. Also, rather than spending a slot in CJ for a Karma -Knockback, why not put a Zephyr -Knockback in Recall Friend, where the Recharge has very little benefit? That would save you two slots.
Again, this isn't a finalized build. Good idea. My other thought, originally was to ditch the EndRed (again, an artifact of lower levels) and go for an LOTG Def/End in their place.

Quote:
I'm not a fan of the Psi pool for Illusion because it is the same damage type. Foes who are Psi resistant will be hard for you to defeat. I understand wanting mez protection, but if PA are drawing the aggro, you shouldn't get hit with Mez very often. (However, if you are running Choking Cloud, I can see why you would need Indomidible Will more since you draw more aggro.) I like the Fire pool because Fire Blast and Fireball do more damage quickly -- up front damage helps you kill faster and take advantage of spectral damage. If you want a place for a LotG Recharge, then you can go with the Ice pool -- Ice Blast, Frost Breath (or Ice Storm, but I like Frost Breath better), Ice Armor and Hibernate. Both Fire and Ice are rarely resisted so they will help you defeat foes better. My Ill/Rad guide discusses this in more detail.
Psi is something of a legacy of being pre-perma PA. I'm not married to it and didn't really take it for "concept". So I'm open to dropping it.

Here's a quickie rework with some of your suggestions (again, I haven't really tweaked power order (yet) but it's a start).

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Morrigon: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Spectral Wounds -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(3), Apoc-Acc/Dmg/Rchg:50(3), Apoc-Acc/Rchg:50(5), Apoc-Dmg/EndRdx:50(5)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(9), Dct'dW-Heal:50(9)
Level 2: Deceive -- CoPers-Acc/Conf/Rchg:50(A), CoPers-Acc/Rchg:50(11), CoPers-Conf/EndRdx:50(11), CoPers-Conf/Rchg:50(13), CoPers-Conf%:50(13)
Level 4: Accelerate Metabolism -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(19), Efficacy-EndMod/Acc/Rchg:50(19), Efficacy-Acc/Rchg:50(21), Efficacy-EndMod/Acc:50(21), Efficacy-EndMod/EndRdx:50(23)
Level 6: Flash -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(23), UbrkCons-Acc/Hold/Rchg:50(25), UbrkCons-Acc/Rchg:50(25), UbrkCons-EndRdx/Hold:50(27)
Level 8: Superior Invisibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(27)
Level 10: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(29)
Level 12: Group Invisibility -- LkGmblr-Rchg+:50(A)
Level 14: Recall Friend -- Zephyr-ResKB:50(A)
Level 16: Mutation -- RechRdx-I:50(A)
Level 18: Phantom Army -- ExRmnt-EndRdx/Dmg/Rchg:50(A), ExRmnt-Acc/Dmg/Rchg:50(29), ExRmnt-Acc/Rchg:50(31), ExRmnt-Acc/Dmg:50(31), RechRdx-I:50(31), Dmg-I:50(33)
Level 20: Lingering Radiation -- Acc-I:50(A), Acc-I:50(33)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33)
Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(50)
Level 26: Spectral Terror -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(34), SWotController-EndRdx/Rchg:50(34), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(34), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(36), SWotController-Rchg/Dmg%:50(36)
Level 28: Choking Cloud -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(36), BasGaze-Rchg/Hold:30(37), BasGaze-EndRdx/Rchg/Hold:30(37), Lock-Acc/EndRdx/Rchg/Hold:50(37), Lock-%Hold:50(39)
Level 30: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(39)
Level 32: Phantasm -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Dmg/EndRdx:50(39), ExRmnt-Acc/Dmg/Rchg:50(40), ExRmnt-EndRdx/Dmg/Rchg:50(40)
Level 35: Blind -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(40), BasGaze-EndRdx/Rchg/Hold:30(42), BasGaze-Acc/EndRdx/Rchg/Hold:30(42), HO:Nucle(42)
Level 38: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(43), Decim-Dmg/Rchg:40(43), Decim-Acc/EndRdx/Rchg:40(43), Decim-Acc/Dmg/Rchg:40(45)
Level 41: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Acc/Rchg:50(46), Ragnrk-Dmg/EndRdx:50(46)
Level 44: Fire Shield -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(46)
Level 47: EM Pulse -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(48), BasGaze-Rchg/Hold:30(48), BasGaze-EndRdx/Rchg/Hold:30(48)
Level 49: Radiation Infection -- DarkWD-ToHitDeb/EndRdx:50(A), DampS-ToHitDeb/EndRdx:50(50), EndRdx-I:50(50)
Level 1: Brawl -- Acc-I:50(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(15), Numna-Heal:50(15)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(17), P'Shift-End%:50(17)
Level 1: Containment
Level 4: Ninja Run
Level 50: Cardiac Total Core Revamp
------------



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Posted

Quote:
Originally Posted by Local_Man View Post
If you are standing around letting the pets and toggles do everything, then you aren't using the build to its best. Strategically using the single target damage with an attack chain will let an Ill/Rad be far more effective. I am very active when playing my Ill/Rad, taking out minions and Lts, choosing my next anchor in case my current one gets killed, moving to try to direct Phanty. If everything else is handled, applying the attack chain to the remaining tough targets will add to the damage and get you on to the next group.

There's certainly nothing wrong with preferring Ill/Cold, but I don't see why playing an Ill/Rad would be boring.

Agreed. I'm completely active while playing. YES, PA does a buttload of damage. But if that's all you're using it for, You're Doing It Wrong.

PA is a monster aggro anchor. It bunches up your enemies and leaves them open to attacks of opportunity and (especially) AoE attacks and debuffs. Yes, it's a "softer" form of control than locking them down with holds or sleeps. But it's unarguably effective.



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Posted

I'll put in a vote for Ill/Storm.

Much more fun to play than Ill/Rad. My first 50 was an Ill/Rad. Got it tricked out with perma-PA pre-incarnate. Just boring compared to Ill/Storm, IMO.


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