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Let me tell you a few things about Grav/Storm in particular.
I hated Gravity until I teamed it with Storm as a secondary. Once I got mine up in levels, I found that this is one of my favorite controllers to solo with. It is not necessarily fast, but there are so many strategic options that it makes it fun.
To me, there are three powers in the Gravity set that make the set worthwhile . . . the others are kind of bleh. Propel is simply fun to see what comes next . . . and it is always fun to smack somebody with a stone gargoyle or an old rusty Chevy. It was made even more fun when the Devs added a bunch more stuff to throw. (By the way, the stuff you see is only on your computer. Everyone else on the team sees different items.) But Propel takes so bloody long to animate, it becomes very frustrating on teams. You spend a lot of time firing off what I call "necro-blasts," clobbering some poor *** after he's already dead.
At level 16, Grav/Storm gets more interesting. One unique thing about Grav is that its AoE Immobilize, Crushing Field, does not include -knockback. The AoE Immob powers in Fire, Ice, Earth and Plant all have -knockback. You can get Freezing Rain from Storm at 16 (and you should!). Not only does FR give a huge debuff, it also creates a somewhat unrelyable knockdown field. Other sets with Storm allow the foes to try to run out of FR, but the AoE Immob from Grav keep them in the area AND allows the foes to fall down where they are. This gives you some nice damage mitigation that other combos with Gravity don't have. Add Snow Storm for some nice -Recharge.
With all the single target damage from your GD-Crush-Propel attack chain, all the foes you are not attacking get a chance to beat on you while you are stuck in that long animation for Propel . . . until you pick up Hurricane. It pushes foes away AND debuffs their ToHit. A big help.
Gravity gets really, really interesting with Wormhole. It is an AoE foe teleport with stun and knockback. This power takes a while to learn how to use, and it can take a little bit of time to set up for just the right situation. Learn to find a place to hide out of line of sight from your target. You can combine Wormhole with Storm really well. The stun in Wormhole can stack with Thunderclap. You can Wormhole foes into a corner, Immobilize them, Freezing Rain, Thunderclap, Hurricane to keep them there, and then throw out Lightning Storm and Tornado to chop them up while picking off individuals with your GD-Crush-Propel attack. That's fun! Most of the time, you don't need to use all of that, but you can.
Then Singularity adds a bunch more. Singy is a great tank . . . solo, I use Steamy Mist + Super Speed for invis. I drag Singy into groups to keep them distracted. Then I have all my tools to beat up on the bad guys. Or I can Wormhole into a corner, and let Singy help me beat on them. Singy's Damage is not real great, but it helps -- he's mainly a controller.
Grav/Storm is a really fun combo as long as you can last through the lower levels and get into the upper ones. -
Quote:It was partially fixed. Previously, after a slick had been lit on fire, the pets would never come back to that spot even long after the fire was out. For a Fire/TA, that meant that your Imps would not attack any foe standing in the are where an oil slick had burned.Its been around forever, so its either WAI or its too complicated for them to fix.
It was later changed. Now the pets run away from the oil slick, but will come back after the burn has ended. Either it's a bug the Dev's can't fix, or it is working as intended. My guess is that it is NOW working as intended. -
After you get some of your others into higher levels . . . try an Earth or Ice controller. Very little damage, so you have to team and focus on control rather than damage. Earth is a great ranged AoE controller with very little damage. Ice can be ranged, but works best (in my opinion) as a melee controller (using Arctic Air) who follows the tanks and scrappers. For somewhat different secondaries, you could try Earth/Therm or Earth/TA, and Ice/Kin or Ice/FF (really, really low damage).
And then there is Fire/Rad and Fire/Kin. -
Freedom and Virtue are the highest population servers. It will be easier to get Pick-Up Groups (PUGs), but you do have a higher chance of running into jerks since they can hide in the crowds more easily.
Other servers have lower populations, but it is easier to get to know folks in the community easier. I mainly hang out at Guardian, but have some characters on just about every server, including Freedom and Virtue. If I feel like teaming and nobody I know is on one of my other servers, I will log onto Freedom or Virtue and usually find a PUG fairly quickly.
Once you upgrade your account, learn to invite people to your own team. It becomes much easier to "find" a team when you are the leader. -
Quote:My experience with TA is with my Illusion/TA. I also have a couple of Fire/Rads, a Fire/Kin and a Fire/Cold, so I have some experience with the Fire set, too.Thank you for the info. I did not know about the issues with the fire imps. I may still make one but it is good to have the feedback. I appreciate the response.
I normally send in Phantom Army, then stand back to shoot my debuff arrows. If I choose to use Oil Slick Arrow while the PA are out, then they go running as soon as the slick lights. This is somewhat ironic, since the PA are invulnerable and supposed to be figments of imagination, but it is what it is. Phantom Army, fortunately, have ranged attacks as well as melee attacks; once they overcome the fear, they turn around and begin to attack from range. Once the Oil Slick is extinguished, then they can go back into melee. (It used to be that once an oil slick had been lit, the area became off limits even after the oil slick was gone.) My other pet, Phantasm, normally attacks from range, so the Slick isn't much of a problem with him. (Except that he has knockback, so he will sometimes knock foes out of the area.)
If the Imps would continue attacking while the Oil Slick was burning, then Fire/TA would put out some pretty awesome damage. Sadly, that doesn't work. -
{To Jonnie Neutron} No offense, but I really don't like a lot of your slotting. The Oblit set in Hot Feet doesn't have nearly enough EndRdx -- move that set to Fissure if you need the defense from it. The slotting for Choking Cloud is pretty bad. It needs capped Hold slotting for the reasons described in my Illusion/Radiation guide. Not enough Recharge in AM. Lots of other powers are not well slotted, either.
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Quote:By "cap" I assume you mean the Enhancement Diversification cap of about 95%. The set bonuses work outside of the ED cap. According to Mid's, the benefit you'll get is quite small, but anything helps when it comes to endurance.Thanks a lot for the comments Local_Man
To your comments
1. I added just a regular IO because I was over the cap either way (with normal IO or 4th PShift), but yeah, adding in that 4h PShift will give 2.5% recovery. Will do.
Quote:2. True...Blind is used constantly. It has always led off my attack chain as a hold and then to establish containment. Will look into a HO and possibly a regular damage IO.
Quote:3. Yeah the Rechage is only 1.25% more. Since I'm way over the target for perma PA anyway I figured that +6% ToHit would be a nice plus.
As for the Kismet ToHit proc (#3 above), not quite sure how this works. Paragon Wiki just says "This enhancement increases tohit for all attacks by 6% for 120 seconds." It doesn't specify how often it works. I guess my main question is how does a Unique differ from a proc? And in this case, if the proc is not listed, is it permanent? If not, what % does it happen?
This page: http://wiki.cohtitan.com/wiki/Table_of_Special_IOs
Makes it look like the Kismet proc always activates (i.e. a permanent +6% to ToHit).
Thanks again!
-MT
For most procs, especially ones that do not provide any enhancement, generally lower is better. If you don't care much about your Defense, then low level LotG Recharge is better. Some procs will continue to work when exemp'ed down to lower levels -- Paragonwiki probably has those details.
One time I like to have the higher level proc is for a character where I want high defense and some resistance -- the Steadfast Resistance/3%Defense proc I usually get at level 30, its highest level.
You will find that the lower level ones are harder to find and more expensive. If I buy any kind of proc with merits, I almost always try to get a lower level one. -
Quote:A small correction: the only pet with Knockback is Phantasm. Phantom Army do not have knockback. Phantasm's Decoy does not have knockback, either. I only mention it because somebody complaining about the knockback in Phantom Army resulted in a big argument on the boards a while ago.Got rid of Group invis for Spectral terror. The Global recharge is still good.
The Idea behind ice storm is (other than my love to ice and hatred for fire), that with LR out, they should run very slowly out of the killzone. My main problem would be the knockback from the pets. Have to see if it will be annoying or something i can live with.
Going with the Ice APP set is fine . . . I would say that it is my second choice after Fire. Ice is the only set with two AoE damage powers. Ice Blast is quick and good damage. Hibernate is a great "panic button" power, and the Ice Shield is Defense based, making it better, but it is not as ugly as Stone Armor. (I actually use the Ice APP on most of my */Storm controllers, including my Ill/Storm.) A lot of people pick the Psi APP set for Indomidible Will's mez protection, and that's a valid choice, too. -
Overall looks good. There are only a few minor changes I can suggest.
1. put a fourth Performance Shifter in Stamina. It will give you a small increase in Recovery.
2. Consider moving a slot or two into Blind to add some damage. You will use this power a lot, and adding some damage will add up. I would consider taking the Defense Debuff out of RI, and maybe the proc out of Psi Tornado to add some damage to Blind. Since you already have plenty of Recharge, you can probably give up that Force Feedback proc easily.
3. If you replace the Kismet set with Red Fortune, you'll get slightly more Recharge, but you'll lose the +ToHit proc. You can probably stick with the Kismet set.
It is too bad that with this build you can't put three powers on auto-fire: AM, Hasten and IW. -
Of your four controllers, you have the three single target damage controllers. Illusion does good damage as long as you start with Blind and learn how to take advantage of Spectral Damage. Mind has its own attack chain to take most advantage of Containment with Dominate-Mezmerize (slotted as an attack)-Levitate. Grav has a high damage solo attack chain of GD-Crush-Propel. Both Illusion and Mind can disable other foes with Deceive/Confuse before the fight begins, letting you take down foes one-by-one. But these three controllers will change in the upper levels when you start to get some AoE control abilities. Each of the three are different enough that you will need to develop different strategies for each. Grav/Storm in particular can be a complex mix of powers that used well will be very effective, but used wrongly can be a mess.
Plant gives you a better idea of what a higher level controller is like. Seeds of Confusion handles an entire group, locks them down with Roots, and then lets you focus on individuals (like bosses) with Strangler. Plant is a different playstyle than other controllers in that it gets such effective AoE control so early.
Low level controllers are mostly hold and blast. Upper level controllers are far more complex with a variety of tools to adapt to most situations. That's why I like them so much -- so much flexibility instead of Blast, Blast, Blast or Hit, Hit, Hit.
Take a look at my Illusion/Radiation guide if you haven't already. It includes a lot of strategy tips and core information about controllers in general and Ill/Rad in particular. The link to the guide is in my sig. -
Quote:No, the stealth in SI supresses when you attack a foe or object, or you click on a glowie. That's why you can't stealth a mission and click on a glowie surrounded by foes -- you have to use something to distract them. Phantom Army and Deceive and Spectral Terror can often do the job -- Deceive a few near the glowie, throw out PA and then Spooky, and you can usually hit the glowie with no interruption.SI works just as you described GI to work Frosticus. The only thing that suppresses is the +def bonus as far as I know.
Or you could use your avatar to distract them . . . -
Quote:1. Yes, the ToHit Debuffs stack. This is one of the better aspects of this combo. And I think that the ToHit Debuff in Flash Arrow may not be reduced on AVs, unlike other ToHit Debuffs.While this character probably will not be created until after GR hits, I was thinking about creating a fire/trick arrow controller and had a few questions.
First, about the debuffs from flash arrow and smoke:
1. Do the to hit debuffs stack with each other for a approx. 15% to hit debuff when slotted?
2. I have seen in patch notes from a while back that a part of the effect did not require a to hit check, was that the -perception and/or the to hit debuff?
Will hot feet and the other AoEs automatically set off oil slick if it is exposed or is it as unpredictable to set off as I have heard with other sets?
Is it very survivable in the 20s - 30s solo ( missions set at +1, and set for two or three players) without set defense bonuses?
Thank you for any help given
2. Both Flash Arrow and Smoke are Auto-Hit.
3. Any Fire or Energy attack that hits the Oil Slick can light it if it hits. I have found that it hits most of the time on my Ill/TA. And with Hot Feet, you get pulses of damage increasing your chances to hit during the duration of Oil Slick.
There are a lot of people who love this combo. I started one once and abandoned it fairly quickly. Why? Fire is mostly a melee set unless you abandon Hot Feet, and even then the pets are melee. Trick Arrow is entirely a ranged set -- yes, you can use it in melee, but part of the benefit is being able to use it from range. Add to that the problems that exist with two of the best powers -- when Oil Slick Arrow lights, all controller pets run away from the lit area. That's not a problem for pets with ranged attacks, but the Fire Imps have no ranged attacks. That means that you will never be able to combine the damage of OSA with Fire Imps because as soon as the Slick lights, the Imps run for the hills (but they come back later).
Some people really like the combo, so go ahead if you want to make one. One friend of mine used Super Speed to run in and out of melee with his Fire/TA. Another chose to not use Hot Feet and stay at range. You should be aware of the problems, especially the pet vs OSA problem that you won't see until level 32, that may make you regret making the character. If you know about them going in, then you're all set. -
For the more commonly needed IOs, like Acc, Dam, Defense, EndRdx, EndMod, Heal and Rech, it is almost always cheaper to craft. Sometimes the less common IOs, like Confuse, Fear, Knockback, ToHitDebuff, etc., will sell for cheaper than the recipes because someone is trying to get crafting badges, so they may put them on the market for cheap. Or someone may have done a respec and dumped a bunch on the market.
I generally look at the crafted to see if there are a bunch for sale and no bids. Then I'll put in a low-ball bid just to see if I get lucky. If not, no harm in trying. Remember that "patience pays" most of the time. If you can't get your price now, just let it sit and your bid may come through later. -
I don't have access to Mid's at the moment, so I can't check out the numbers. However, that will be a VERY expensive build. You can make a perma-PA set with a lot less Influence than what you have there.
One thing I see as a problem is that you are missing Spectral Terror. It is the best AoE control power in the Illusion set, and provides a great deal of help (and a 15% ToHit debuff). It is perma as soon as you get it (45 sec duration, 45 sec recharge). You don't need defense if you have control, so Spectral Terror is an essential power. (I consider it to be one of the "absolute must haves" for Illusion.) You have more than enough Recharge . . . I suggest you drop Group Invis to pick up Spectral Terror. It can make do with just the default slot (Use an Acc/Fear). You can do without that extra LotG Rech. If you want, you can put a Glympse of the Abyss set in it -- 5 give a 6.25% recharge if you haven't maxed out on those yet.
I would also move a few things around. Leveling up, you are going to want Phantom Army immediately at level 18. Move Enervating Field to after Stamina, as it is a bit of an endurance hog. I like Hasten much earlier, as close to Phantom Army as I can. That may move Flash, EF and LR back some . . . . but take Spectral Terror at 26, it is a key power.
The strength of Ill/Rad is distraction and single-target damage. Ice Storm puts out decent AoE damage, but Illusion doesn't have an AoE Immobilize to keep the foes in its area of effect. They often run out, which substantially weakens its benefit. It can be effective, but other, faster and up-front damage powers may be more effective. That is one of several reasons I chose the Fire APP for my perma PA -- Fireball is fast, and Fire Blast does a little more damage than Ice Blast.
If you are building for Defense, you are going to want to find more slots for Frozen Armor. I have never built my Illusionists for Defense, as I like to build for Control more. -
It has been a while since I had GI on one of my Illusionists. I had it leveling up a couple of them, but changed to SI when they started spending more time solo. If I recall correctly, there was a brief flash during casting GI where some foes can see you, especially if you are right in their face. However, there have been a lot of changes to the game since the last time I had GI (pre-inventions). SI is so much more convenient, and I usually turn it off during big fights (since it supresses anyway) to save endurance.
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Quote:I use that proc in all three of my level 50 Illusionists. It does not generate aggro. You can Deceive to your heart's content while invisible and not draw any attention to yourself.Local, Does the Contagious Confusion proc still cause Confuse to generate aggro?
Last week, I was on a Lady Grey TF. At the end of the first mission, you run into the Clockwork King surrounded by a bunch of his annoying little clocks. My Ill/Rad (with the proc) and an Ill/Emp on the team started stacking mag of Deceive on the King. Many times, the proc would hit and several of the clocks around him would start attacking each other and the King. After a couple of minutes, the King himself finally became Confused, and he used his big Psi Alpha Strike to wipe out most of his minions all around him. (Our tank was Inuln, which has a bit of a hole in his defenses to Psi.) The proc is great, and because there is a chance to hit a bunch of guys, I often use it in battle.
I used the Unspeakable Terror set in my perma PA build posted in my Ill/Rad Guide because I had maxed out the 6.25% Recharge sets. -
While a lot of controllers have AoE Immobilize powers, Illusion has no AoE control powers other than Flash until level 26. Glue Arrow may be skippable on a controller with AoE Immobilize, but it provides some early AoE control for an Illusion Controller (where Flash is very skippable in early levels -- I skipped it entirely on my Ill/TA build). Since Glue Arrow comes early in the build, it is very handy to get you to Phantom Army and beyond. In low levels, it was the only arrow I used most of the time.
I felt that Glue Arrow adds something that Illusion lacks -- an AoE slow to keep all the foes in the area of the debuffs. It even keeps foes from running away from Spectral Terror very fast. I generally use it as part of my chain of standard debuffs on every group (if it is up). -
I went for the pun . . .
Sue Sherman was a teenager who had been badly beaten by some Hellions. As she was trying to crawl away, she came upon Shee T'Karr, a Kheldian who had also been severely injured by the Hellions. For mutual survival, they merged to become . . .
"Sue-Shee" -
One of the first things I did when I got Oil Slick was to set up a Macro to target the oil slick, and I put it right next to the Oil Slick button. Then I put Fireball next to that when I got it at 41. Click-target-click, Click, Click takes care of it. I thought about setting it up as a series of binds, but what I have is easy.
I think I used the following, but I can't access the game right now to be sure. It works great, though.
/macro OSA targetname Oil Slick
One really interesting aspect of Oil Slick. The game treats it as though it is a foe, so the Oil Slick can be used by a Kinetic to siphon speed or power or Transference or Transfusion. It can be used by a Dark Defender (or anyone else with Dark Miasma) as a siphon target for the group rez, Howling Twilight or the heal. I have used this trick at a Hami-Raid. We had a bunch of dead people teleport to the same spot, somebody put down Oil Slick, and I used my Dark/Elec Defender to rez a BUNCH of people at one time. -
I looked it over quickly -- you are going to have severe Endurance problems with that build, and it lacks a few key enhancements.
So, I moved a few slots around to decrease the Endurance use and increase the Recovery. Lost a small amount of Smash/Lethal Defense, but it only went from 48% to 47% -- still past the softcap on Smash Lethal. I got more damage into Phantom Army. This keeps everything, but is better with endurance. It will still be hard to run Tough -- you may want to leave it off.
This is an interesting build -- I hadn't really tried to make a build with BOTH softcaped S/L and Perma-PA. It gives up a few powers I would prefer to have, but it seems to work on "paper" (well, actually Mids). I may look at this and add it to my Illusion/Radiation Guide.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Larillena Lake: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(7), HO:Endo(7)
Level 1: Radiant Aura -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal(9), Dct'dW-Heal/EndRdx(9)
Level 2: Deceive -- CoPers-Acc/Conf/Rchg(A), CoPers-Conf/Rchg(11), CoPers-Conf/EndRdx(11), CoPers-Acc/Rchg(13), CoPers-Conf%(13)
Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(17), DarkWD-ToHitDeb/Rchg(17), DarkWD-ToHitdeb/Rchg/EndRdx(19), Achilles-ResDeb%(19)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 8: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(21)
Level 10: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(15), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(27)
Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(29)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
Level 16: Swift -- Run-I(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), S'bndAl-Dmg/Rchg(21), RechRdx-I(23), ExRmnt-Acc/Dmg/Rchg(31), ExRmnt-EndRdx/Dmg/Rchg(31), ExRmnt-Acc/Dmg(31)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(36)
Level 24: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
Level 26: Stamina -- P'Shift-EndMod(A), P'Shift-End%(27), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(36)
Level 28: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(33), Abys-Acc/EndRdx(34), Abys-Acc/Fear/Rchg(34), Abys-Dam%(37)
Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(36), RedFtn-Def(40), RedFtn-EndRdx(46), RedFtn-Def/Rchg(50), RedFtn-Def/EndRdx/Rchg(50)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Rchg(34), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 35: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx/Rchg(37), RedFtn-EndRdx/Rchg(37), RedFtn-Def(39), RedFtn-EndRdx(39), RedFtn-Def/EndRdx(46)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), HO:Endo(43)
Level 41: Fissure -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(43), Ragnrk-Dmg(45), Ragnrk-Dmg/EndRdx(45)
Level 44: Rock Armor -- DefBuff-I(A), DefBuff-I(45), DefBuff-I(46), LkGmblr-Rchg+(50)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 49: Earth's Embrace -- Heal-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run
EDIT: Looking back on the other posts after mine, I saw the endurance problem in the original build but probably underestimated how bad it is. While the changes I made will reduce the use of endurance, especially in Superior Invis, it probably doesn't go nearly far enough. -
The Fortunata Chance for Placate is somewhat useful in Trick Arrow's Poison Gas Arrow. That has a somewhat low chance to sleep combined with a damage debuff. The proc can turn away some foes who may not have been slept, further mitigating damage. I have it on my Illusion/TA, and I have seen a few foes turn away from me on occasion.
The Contagious Confusion proc is wonderful in Deceive and Confuse, and even better in Ice Control's Arctic Air. Everyone I know who has tried World of Confusion has been less than impressed -- they say the only thing it is good for is as a mule for the somewhat inexpensive Purple set. -
Plant/Rad is a very open build. It is pretty easy to get the essential powers, and then there are a bunch of "nice to have but not necessary" and a few "Nice to have on some buids, but less necessary on this build" powers.
On Plant, the essentials are Strangler, Roots, Seeds of Confusion, Carrion Creepers and Venus Fly Trap. These five should be picked as soon as they are available. Roots is different than other AoE Immobs because it does twice the damage -- or four times the damage with Containment. It is your main source of damage in the long run. Vines is optional, but highly recommended. Entangle is some single target damage for soloing. Spirit Tree and Spore Burst have their uses but are skippable.
On Rad, the essentials are Radiant Aura (no choice), Accelerate Metabolism, Radiation Infection, Enervating Field and Lingering Radiation. These should be taken, but not necessarily as soon as they become available. EM Pulse is strongly recommended, as it is often considered to be one of the best AoE Hold powers in the game -- at the cost of no Recovery for a few seconds and a long recharge. Mutation is a nice rez, but there are lots of rez options in the game today. Fallout and Choking Cloud are situational -- often skipped, but many people love them.
Hasten is a good idea on almost any Controller. If you are taking Recall Friend, Mutation and Fallout, I presume this will be a team character. You could go with Super Speed instead of Teleport -- the stealth comes in handy, especially if you get a stealth IO to stack to give full invisibility.
Choking Cloud is a odd power. My Illusion/Radiation Guide (link in the sig) explains how the power works. I has to be max slotted for EndRdx and Hold. It works very well with Fire/Rad. It works well with Ice/Rad. It MIGHT work with a team focused Plant/Rad under the right situations, but I didn't take it on my Plant/Rad --I actually went with Assault to add to team damage. But you might like it.
Fallout is very situational, but under the right situation, it can be very powerful. I probably would not take it on a "power build" but I might on a "just have fun with it" build. (I have Fallout on my Earth/Rad.) If you want to maximize the team, Leadership might help more since it is working all the time. However, if you are taking Fallout, you really should take Mutation -- not rezzing a teammate after exploding his body is simply rude. -
Quote:Make sure you look farther down the thread. Later on, I posted the Perma-PA build that I actually use. It is very, very effective. I just did a Lady Gray TF with him a few days ago. Ill/Rad is still my overall favorite build. (I have a second one at 42 on another server, and I spent some time on the weekend doing a Positron TF with another one on another server.)Hey thanks guys. I really appreciate the help. It was fast too. I have had a few posts sitting on the blaster forums forever with hundreds of veiws and no responses. Again thanks! I will try to take a look at your suggestions and come up with a new build. If there are any other suggestions keep them coming. I am extremely new to the Controller AT and especially the Ill/Rad sets. Local, I will read your guide over again. Its been a little while since I have. One more question, how much should I expect to spend on a perma PA build if I try to buy all my LOTG recharges with Merits?
Prices are pretty variable. I got all my LotG Recharges with merits, and had many of the others as drops. I had a large stock of Hami-Os from back when I used to do Hami-Raids twice a week. When I finally decided to put the whole thing together, I spent about 220 Mil, but I also was able to get a lot of the Rare salvage I needed with Tickets. It also helps if you have a large group of characters to <pirate> contribute. And a few rich friends gave me a couple here and there, too. I think LotG Recharges are going around 160 to 180 Mil, so getting those with merits cuts about 700 mil from the overall cost. I would guess you will probably spend between 500-700 mil on all those expensive IOs and HO's. -
This build has some significant issues in my opinion. The very first power -- slotting Blind with the purple Sleep set is wasting the benefits of the power. It needs to be slotted with Hold and/or Damage. Radiant Aura should get the Doctored Wounds set. You have a few other signficant problems (poor slotting in Ling Rad, taking Choking Cloud).
Take a look at my Illusion/Radiation Guide, linked in my signature. It is a detailed discussion about various options for an Illusion/Radiation Controller, including slotting options and strategy suggestions. It also has a long discussion about the Perma-PA build and several suggested options. See if that will give you some incentive to change things around. -