Local_Man

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  1. Local_Man

    Earth/rad build

    Quote:
    Originally Posted by MentalMaden View Post
    Local Man, Local Man, Local Man!

    Quick! someone needs an earth/rad guide!
    Sorry, I was out of town for the day.

    To the OP:

    Take a look at my guide, linked in my sig.
  2. I find that I take the blue one (Defense and End Recovery) over the Red one (Damage and Resistance) most of the time, unless I have a character with no Defense. If the character has Resistance-based shields or is mainly Damage oriented with no significant Defense, then I go Red.

    The darned thing gets killed off a LOT, though, so it really doesn't make that big a difference. On a character near Soft-capped Defenses, the Blue one can add some extra defense for as long as it lasts.
  3. Quote:
    Originally Posted by Prime_Nighthawk View Post
    I'm starting to think fireball is just as important as fireblast. I'm around 70% recharge from IO sets, and spectral wounds recharge is very fast. With containment and enervating field, fireball allows you to take out a large group of minions fast, which lets your PA concentrate fire on the higher hp targets more quickly. I'd say it's a toss up between the two. Fireblast is better for killing an AV of course.

    Of course that's for a solo build.

    I'm starting to work on my group focused build, and I'm considering taking hasten/SS/TP friend/TP instead of my normal hover/fly/hasten combo. It's an extra slot, but it lets me assemble a team after stealthing by enemies. I'll be able to get around super quick with SS, and teleporting over obstacles. Not sure if I want to go with group invis or superior.

    In a group build, I wouldn't worry about taking a second attack. Consider taking an epic power pool like ice (hibernate and the shield).
    My non-perma-PA build on Area Man has Recall Friend/Teleport/Hover/Hasten. Hover (3 slotted for Flight Speed) makes Teleport much, much better. Now that Ninja Run is available, I think there is less of a reason to take Super Speed on an Illusion character. NR gets you around pretty fast.

    I leveled up with Group Invis, and decided to go with SI for my level 50 builds. I just found it hard to have to re-cast constantly. Of course, that was before the blinky icons, but I wish there was a sound warning option, too.

    I like Fireball, but doubt that it can take the place or priority of Fire Blast. Illusion just does not have enough AoE control that sets up Containment. And Blast does more damage to a single target than Fireball.
  4. Local_Man

    Greener Grass

    That build is much better. You chose to do some things differently than I would have, but most of them are understandable choices. You traded out some EndRdx for higher recovery.

    Look at Lingering Rad. You have enough global Recharge that you could move one of those Recharges to another power. You have a lot of options for that slot -- damage in Char, more Acc/Hold/Rech in Cinders, or even a Rech in Flashfire.
  5. Local_Man

    Greener Grass

    And here is the build that I expect to make eventually:

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Capt. Fantastic: Level 50 Mutation Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery
    Hero Profile:
    Level 1: Char -- HO:Endo(A), HO:Nucle(3), HO:Perox(15), HO:Perox(36), RechRdx-I(37), RechRdx-I(37)
    Level 1: Radiant Aura -- Numna-Heal(A), Numna-Heal/Rchg(15), Numna-EndRdx/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
    Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(23), TotHntr-Dam%(34), GravAnch-Hold%(34)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(37), Efficacy-EndMod/EndRdx(40), Efficacy-EndMod/Acc(46)
    Level 6: Radiation Infection -- HO:Enzym(A), HO:Enzym(7), HO:Enzym(7)
    Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), HO:Nucle(9), TmpRdns-Dmg/Slow(27), TmpRdns-EndRdx/Rchg/Slow(27), EndRdx-I(40)
    Level 10: Air Superiority -- Acc-I(A), Acc-I(11)
    Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(13), Amaze-EndRdx/Stun(17), Amaze-Stun(17), RechRdx-I(19)
    Level 14: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(42)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Rcvry+(43)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(46)
    Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
    Level 24: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(25), BasGaze-Acc/EndRdx/Rchg/Hold(40), G'Wdw-Acc/Hold/Rchg(46)
    Level 26: Bonfire -- EndRdx-I(A)
    Level 28: Choking Cloud -- UbrkCons-EndRdx/Hold(A), UbrkCons-Dam%(29), Lock-%Hold(29), EndRdx-I(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Hold(31)
    Level 30: Lingering Radiation -- Acc-I(A), TmpRdns-Acc/Slow(50), TmpRdns-EndRdx/Rchg/Slow(50)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(34)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
    Level 41: Indomitable Will -- HO:Membr(A), RechRdx-I(42), HO:Membr(42)
    Level 44: Mind Over Body -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx(45), ImpArm-ResPsi(45)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Super Speed -- Clrty-Stlth(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 0: Ninja Run
  6. Local_Man

    Greener Grass

    There are lots and lots of great controllers. Fire/Rad is one of my favorites. I have one at 50 on one server, and I'm working on a second one on my second account on my main server, who is almost 33. (I didn't want to move my first one, but my regular bunch of buddies want to do an all-Fire/Rad team of level 50's for GR.)

    Fire/Rad is the one build that makes best use of Choking Cloud because of the interaction with Hot Feet and its melee pets. Fire/Rad starts out pretty slow, and doesn't really hit its "stride" until you get Hot Feet, Choking Cloud and Fire Imps slotted up. Before then, solo is a bit of a chore. Yes, you can do it, but it is not fast. After level 33 or 34, a solo Fire/Rad is easy.

    The key to the way I play Fire/Rad is: (a) turn on Hot Feet and Choking Cloud and leave them running pretty much all the time. (b) Flashfire + Fire Cages from range (c) run in with the Imps to stand in the middle of the group, using Char and Air Superiority to handle any foes not stunned with Flashfire. This gives Choking Cloud some time to lock down most of the group. Continue using Char to hold any foes that CC misses, and keep using Fire Cages to keep foes in range of CC+HF. (d) Let the Imps go nuts while the foes all die.

    Choking Cloud takes a while before it can establish its hold. Flashfire + Fire cages gives you that time. While the foes are held, Hot Feet is chipping away at their health. If a foe breaks free of CC's hold, then the Afraid and Slow in Hot Feet will cause the foe to want to slowly run away rather than attack you. The Slow keeps foes in CC longer, giving the pulsing hold in CC more chances to re-establish the hold.

    So here are my suggestions on slotting: Char needs Accuracy, Hold and Recharge, with a little damage if I can fit it in. Fire Cages needs Accuracy and EndRdx -- Immob is nice but not essential, and damage procs are a nice extra. Hot Feet needs max EndRdx, a little accuracy and as much damage as I can get, but a little slow is nice as the slow keeps foes in range of CC longer when Fire Cages may have missed. Flashfire needs Accuracy, Stun and Recharge. Choking Cloud needs max EndRdx and Hold -- the hold is imporant due to how the power works, but if you can squeeze in a little Accuracy (through IO sets only) or procs with IO sets, it is great. And Fire Imps need the usual Accuracy and max Damage, but some Recharge is nice since they die often. My suggestions for slotting the Rad powers can be found in my Illusion/Radiation guide (see the link in my sig).

    Fitness with Stamina is essential. I like Air Sup/Fly, but Hasten is a big help so you could use Hasten/Super Speed for travel.

    Of the other Fire and Rad powers? Cinders fills in when Flashfire is recharging, so I consider that essential. Ring of Fire is nice in low levels as a single target damage power, but I skipped it. Some folks like Smoke for its -Perception, but I found I usually forgot to use it and really didn't need it -- a Stealth IO is better for me. I like Bonfire -- it is situational, but I find a lot of situations where it is useful -- I use it a lot in some of the upper level TFs. Bonfire can wait until late in the build, however.

    On the Rad side, Fallout amd Mutation are skippable. Mutation is nice to have, but I couldn't fit it in. A small group of folks love Fallout, and it is an amusing power, but very, very situational. EM Pulse is arguably one of the three best AoE Holds in the game, so even though I don't use it that much, I take it. When I need it, I really need it.

    I took a look at your build. It is lacking Hot Feet, which I consider a core power. You built heavily for Defense and Resistance, so you will survive a long time once you put that build together, but it lacks in enhancing for the offensive benefits I described above. I am not a fan of the Fighting Pool on controllers, as the goal is to control the foes rather than get shot at.

    I don't have a max IO build yet, but I have been playing my original Fire/Rad at 50 for a long time. My Fire/Rad has a lot of Hami-Os from running Statesman's Task Forces, and I haven't taken the time to slowly remove many of those to replace them with IOs. There are some IOs that are wonderful in a Fire/Rad. Hot Feet and Choking Cloud really need to be "frankenslotted" to maximize the enhancement they need. The Lockdown +2 Mag in Choking Cloud works with its unique mechanism to make a big improvement in that power. At 50, a couple of IOs from the purple Unbreakable Constraint set really help Choking Cloud -- EndRdx/Hold and the Chance for Smashing Damage. The Gravitational Anchor Chance for Hold in Fire Cages is wonderful.

    There are a lot of improvements I can make to my build. I plan on building in a lot more recharge, which is the main thing I want to build for.

    Here is my current build:

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!
    Capt. Fantastic: Level 50 Mutation Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Char -- HO:Endo(A), HO:Nucle(3), HO:Perox(15), HO:Perox(36), RechRdx-I(37), RechRdx-I(37)
    Level 1: Radiant Aura -- Numna-Heal(A), Numna-Heal/Rchg(15), Numna-EndRdx/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
    Level 2: Fire Cages -- TotHntr-Acc/Rchg(A), TotHntr-Acc/Immob/Rchg(3), TotHntr-Acc/EndRdx(11), TotHntr-Immob/Acc(23), TotHntr-Dam%(34), GravAnch-Hold%(34)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(37), Efficacy-EndMod/EndRdx(40), RechRdx-I(46)
    Level 6: Radiation Infection -- HO:Enzym(A), HO:Enzym(7), HO:Enzym(7)
    Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), HO:Nucle(9), TmpRdns-Dmg/Slow(27), TmpRdns-EndRdx/Rchg/Slow(27), EndRdx-I(40)
    Level 10: Air Superiority -- Acc-I(A), Acc-I(11)
    Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(17), Stpfy-Acc/Stun/Rchg(17), RechRdx-I(19)
    Level 14: Fly -- Frbd-EndRdx(A), Frbd-Fly(42), Flight-I(43)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(39)
    Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
    Level 24: Cinders -- HO:Endo(A), HO:Endo(25), RechRdx-I(25), RechRdx-I(40)
    Level 26: Bonfire -- EndRdx-I(A)
    Level 28: Choking Cloud -- UbrkCons-EndRdx/Hold(A), UbrkCons-Dam%(29), Lock-%Hold(29), EndRdx-I(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Hold(31)
    Level 30: Lingering Radiation -- Acc-I(A), RechRdx-I(46), RechRdx-I(46), TmpRdns-Acc/Slow(50), TmpRdns-EndRdx/Rchg/Slow(50)
    Level 32: Fire Imps -- HO:Nucle(A), HO:Nucle(33), HO:Nucle(33), RechRdx-I(33), RechRdx-I(34)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: EM Pulse -- HO:Endo(A), HO:Endo(39), RechRdx-I(39)
    Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RedFtn-Def/Rchg(42)
    Level 44: Mind Over Body -- ResDam-I(A), ResDam-I(45), Aegis-ResDam/EndRdx(45), S'fstPrt-ResKB(45)
    Level 47: Psionic Tornado -- HO:Nucle(A), HO:Nucle(48), HO:Centri(48), RechRdx-I(48), RechRdx-I(50)
    Level 49: Super Speed -- HO:Micro(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 0: Ninja Run





  7. Quote:
    Originally Posted by Necrotech_Master View Post
    i dont think you could solo an AV with this build because storm has no -regen powers and ill/storm isnt a very high dmg combo (the perma PA would keep the AV off of you, but thats about it)
    I don't agree that Ill/Storm isn't a high damage combo. Tornado and Lightning Storm add a lot more damage. However, the above is correct that there are no -Regen powers (like Ling Rad and EM Pulse in Radiation or Transfusion in Kinetics).

    Tornado puts out a fair amount of continuous DoT -- that may be enough to counter the Regen of some AVs, but continually putting out Tornado and Lightning Storm use up a LOT of endurance. Plus, Ill/Rad has the advantage of 30% Recharge from AM, so you will have to make up that 30 % from IO sets.

    I have a level 50 Ill/Storm, but I haven't come up with a max build for that character yet. I would bet that it will need several of the purple sets to get Perma PA, however. You will need not only a bunch of Recharge, but a LOT of Endurance Recovery as well.
  8. Local_Man

    Ill/Rad

    Quote:
    Originally Posted by Muon_Neutrino View Post
    Ill/rad is indeed a powerful solo character, and is generally accepted to be one of the more powerful controller combos overall. I wouldn't say that it needs to get to any particular level to get 'good' - while of course you will get more powerful over time as you gain new powers and better enhancements, you're pretty good from the get go. Ill has some nice early goodies with the extra attack and confuse, and rad's early blooming bag of tricks can easily carry you until you get the big illusion powers later on.

    In terms of which powers to get fast, I would divide them up as:

    Powers which must be taken, and as soon as possible:

    Blind: nothing mysterious here, it's your single target hold. Its quirk is it has a chance to sleep foes which are effectively touching the foe you target, but the radius is so tiny it never really happens. To pay for this it has a 9 second recharge instead of 8 like most ST holds, but that penalty is minor. Being able to slot sleep sets as well as hold sets could have some interesting possibilities, but mostly it's just your ST hold. Slot accordingly - 2 acc, 2 hold, 2 rech is the default SO slotting.

    Spectral wounds: a single target ranged attack with a twist. The way this power works is it does scale 1.64 damage - the damage equivalent of an 8 second recharge attack like power blast - while only having a 6 second recharge. However, after 10 seconds, scale 0.64 of the damage will heal back. But if you kill the foe before 10 seconds are up, you get to keep the extra damage, and either way it is a potent attack that a controller doesn't usually get this early. Slot as a normal attack - 3 dam, 1 acc, end, and rech is pretty standard.

    Phantom army: one of the best control powers in the game. Spawns three invincible, taunting decoys that follow you around for 60 seconds, absorb large amounts of attacks, and also beat things up for you. Some of the damage they deal heals back, like spectral wounds, but they still deal a goodly amount (especially once enhanced). On SOs I'd slot 3 recharge, 2 dam, and an acc. One of the nice things about this pairing is that while phantom army's damage can't be increased by buffing them (since they ignore buffs), it can still be increased by debuffing the enemies, which rad is good at. Rad also includes AM to help PA recharge faster.

    Spectral terror: your 'other' staple AoE control. It summons an immobile pseudo-pet that casts fear in an aura around itself, while also debuffing their tohit (which stacks with RI). It lasts 45 seconds and recharges in 45 seconds, so it's perma out of the box, and it really needs little slotting. It'll fear an entire group as long as you like, and really all you need to do is put a recharge in the default slot. This is what you use when PA is recharging.

    Phantasm: your pet. Flies, shoots things with energy blasts, and summons an invincible taunting decoy of its own. The nice thing is that his decoy can be perma, as long as his AI doesn't spazz out and he casts it on time. He can help take some of the heat off of you with his decoy, and between his flight, decoy, and knockback he rarely dies. 1 acc, 3 damage is plenty enough slotting for him.

    Radiation infection and enervating field: the toggle debuffs. RI debuffs defense and tohit, enervating field debuffs damage and resistance. RI makes the early game much easier and safer by allowing easy hits and mitigating far more damage than your controls can at that stage, and enervating field increases your kill speed. Just be careful not to lay them on a foe which will flee, since you can aggro other spawns easily. RI should be slotted 3 tohit debuff, 1 end, and enervating field just needs 1-2 end.

    Accelerate metabolism: one of the best buffs in the game. Buffs damage, recharge, movement speed, endurance recovery, and mez/enddrain resistance, and no need to chase after everyone to buff them one at a time - plus it buffs you as well! The recharge is especially welcome since it helps PA come back faster. 3 recharge first thing, and 3 endmod later on if you have the slots.

    EM pulse: one of the three best AoE holds in the game (EMP arrow and volcanic gasses are the other two). Compared to standard AoE holds, it has twice the radius, almost twice the duration, a 50% chance for mag 4 instead of 20%, standard accuracy instead of a 20% penalty, and the only downsides are a 5 minute recharge instead of 4 and 15 seconds where you can't recover endurance. 2 acc, 2 hold, and 2 rech and it will serve you well.

    Powers which are good and should be taken at some point, but don't necessarily need to be taken instantly:

    Deceive: a single target confuse. This can be used in two ways. The first is as an alternative to blind which also has a longer duration - basically, as an extra ST control. You can also try to leverage the confusion aspect - contrary to popular opinion, as long as you don't let confused foes kill each other entirely by themselves, you don't lose much XP. It doesn't need to be taken immediately, but I would still take it pretty early as it is quite helpful before you've got your AoE controls. Standard control slotting works, although you can get away with less because of its very long duration.

    Flash: a 'normal' AoE hold. It doesn't have any of the advantages of EM pulse, but it's still useful. Having both flash and EM pulse actually leaves you freer to use both, since you know that if you use one, you still have the other ready for emergencies. Definitely don't take it until you can give it SO grade enhancements and a decent amount of slots, though, cause unenhanced it really is pretty poor.

    One of the two invisibility powers: useful for stealthing missions, traveling through high level areas, and just generally sneaking around. For solo I would suggest superior invisibility, as it is less fiddly than group invis, but they both work. Take it when you have room.

    Radiant aura: you have to take it, but that's OK, since you'd want it anyway. It's nothing earth shattering, but it is useful to top yourself (or your team) off after a fight. Healing is not the be-all end-all of mitigation in this game, but having the ability is useful. Slot for heal with a bit of endredux and recharge as well.

    Lingering radiation: slow and -regen debuff. Mostly used against elite bosses and AVs, it's very useful when you need it, but not really needed most of the time. It's not a toggle, so it needs recharge, and it also needs accuracy.

    Powers which might be occasionally useful, but are skippable:

    Whichever invisibility power you didn't already take: while having an invis is useful, having two is pretty redundant.

    Mutation: the ability to raise an ally is useful, but if you mostly solo it's hard to justify the power slot. Wakies can handle those duties if you do team occasionally.

    Fallout: occasionally useful, but like mutation hard to justify if you rarely team.

    Choking cloud: this is just relatively mediocre. Low accuracy, low magnitude, high endurance cost, and generally doesn't justify a power pick, especially since it's the only thing in either set that wants you to close to melee. A fire/ or ice/ controller would be able to stack it with their existing auras, but on an ill/, I'd just skip it.

    Pool powers:

    Two pool powers I would consider taking are air superiority and hasten. Air sup gives you another single target attack, which will greatly speed your solo killing, and it's not like held or confused baddies will be hitting you anyway. Hasten gets both AM and PA back sooner, so while I'm not a member of the 'always take hasten' crowd, it definitely is appealing here.

    This would suggest taking either fly or super speed as your travel power, simply to save power slots. Both would work, of course - it's personal preference here.

    Aside from these and stamina (which you *definitely* want), I wouldn't suggest taking many pool powers. Ill/rad has a lot of good primary and secondary powers, and things like leadership are of limited utility compared to them.

    For ancillaries, I think any of them will work well. You get more attacks to help your soloing, an armor if you want it, and a couple of special abilities. Fire gets end recovery and a self-rez, ice gets an extra AoE and hibernate, primal gets power boost and conserve power, psi gets click mez protection and the useless wold of confusion, and earth gets a beastly melee attack and dull pain. All of them will serve well, I think. One thing to note is that illusion has no easy way to set up AoE containment, so AoE attacks aren't as good as you might think.
    This is a good summary, and I agree with almost all of it. For solo, I would slot Blind with 2 Acc, 2 Damage, 2 Rech -- with IOs, you can add some Hold, but the main use of Blind solo is as part of the attack chain. Hold duration isn't all that important since you will probably be firing it off again as soon as it has recharged for the next attack chain.

    I suggest taking a look at my very long and detailed guild on Illusion/Radiation (link in my sig). I have included a lot of strategy tips and explanations about how things work. It expands a lot of the good advice given by Muon_Nutrino in the above post.
  9. Thanks for the kind words on the guide. I mostly put together a lot of great stuff from the other good people on these boards.

    Here's my take on your build:

    First, you have a few IOs sprinkled here and there, but you could improve things a lot with some IO slotting . . . and many of those IOs will result in being cheaper than SOs since you don't have to replace them every 5 levels. A lot of powers can be improved a lot with "frankenslotting."

    In general, I buy SOs for level 25, then I slot whatever level 30 IOs I can, filling in with SOs. By level 35, I usually have all or almost all IOs -- mostly common, but some mixed sets if they are not too expensive. Remember that Acc/Dam from two sets provides more enhancement than a common Acc and a common Dam, so Frankenslotting privides a very good benefit.

    Blind: I'm not sure that proc is well placed in Blind. It gives a 10% chance for a 5% heal . . . and you already have a self-heal. That third recharge is only shortening the recharge by about .7 seconds. Blind has several options on how to slot it . . . Hold, Damage or both. I prefer 2 Acc, 2 Rech and 2 Hold or Damage or one of each. If you are willing to look at IOs, look at getting a mix of Acc/Hold/Rech from several sets, and maybe mix in some variations on Damage . . . If you want to go cheap, you can just put in cheap bids on a variety of IOs and fill in whatever is missing with SOs.

    Radiant Aura: I like a Recharge in there, but what you have is OK

    Radiation Infection: I prefer ToHit Debuff over Defense Debuff. I would rather not get hit over being able to hit more. Besides, most people have enough accuracy slotted that the defense Debuff is limited by the 95% accuracy cap. (If you are really short on Influence, that Achilles Heal would sell for a lot. But it is a nice proc in RI.)

    Spectral Wounds: My preferred slotting for SW is 1 Acc, 3 Dam, 2 Rech. The goal is to defeat stuff as fast as possible to take advantage of the Spectral Damage. Since SW has a 10% accuracy buff and you will sometimes have RI running, I felt that the second Recharge was more important than a second Accuracy.

    Combat Jumping uses almost no endurance. That EndRdx slot is only saving .02 End/Sec, and can probably be better used somewhere else. (For example, moving it to Superior Invis would save .09, and that's far from the best use of the slot.)

    Health is a bit overslotted since you have a heal. Eventually, you would get more Regeneration by taking two of those slots for a Numina's Heal and a Miracle Heal, freeing up a slot to put somewhere else.

    Phantom Army: Not slotting for Damage is a waste in my opinion. One accuracy is enough. This is the most important power in the set and it needs 6 slots. For SOs, I suggest 3 Rech, 1 Acc, 2 Dam. But several of the pet sets are cheap, and you could easily replace the Acc, 2 Dam with Acc/Dam from two sets and Damage from one of those two sets. Blood Mandate gives a Recovery bonus, and Brilliant Leadership gives a Regen bonus. The Recharge Intensive Pet sets were MADE for Phantom Army, and 4 of the Expediant Reinforcement give the all important Recharge bonus.

    Phantasm: You can easily slot this in 4 slots -- Blood Mandate Acc/Dam and Damage, Brilliant Leadership Acc/Dam and Acc/Dam/End. The Pet resistance proc is not that useful in Phantasm because he mostly stays out of melee. He sends his Decoy and floats behind you. That slot can get more benefit somewhere else.

    Deceive: I explained in the guide that I'm pretty fond of this power and think it should be taken early and slotted up some. It really needs 1 Acc, 1 Rech, 1 Conf to start, and then one more of each of you have room. Even on TFs and on big teams, you can use Deceive to take problem foes out of the fight from the start. For example, on the Positron TF, it is great for taking out Spectral Demon Lords with their -ToHitDebuff. Stack it to take out the Ruin and Madness Mages. (Those mages kill more folks than anything else - I just ran a Posi on a lower level character today.)

    Pool powers: You have the 3 Fitness powers, Combat Jumping, Recall Friend and Hasten/Superspeed. That seems to be a waste to me. I suggest you drop CJ, and move those Karma Knockback and LotG Recharge IOs into Superior Invis. Recall Friend is a nice luxury, and I can understand why you want it for TFs. That would free up a power choice for Flash, which you can take later in the build, like level 35. That way you can move Deceive up pretty early. If you have Ninja Run, you could even consider using Teleport for travel . . . it has some nice advantages once you get used to it . . . but most folks don't like it.

    Mutation over EM Pulse? I would rather have the hugely powerful AoE Hold of EM Pulse. 4 slots are enough for it. It is another good place for a Basilisk Gaze set, but if you don't want that, aim for a mix of Acc/Hold/Rech. Same with Flash.

    APP: I like the Fire set, but you missed the most important power -- Fire Blast. It gives you the great attack chain of Blind-SW-Fire Blast-SW. Fire Blast is much more important than Fireball, and far, far more important than Rise of the Phoenix.
  10. Quote:
    Originally Posted by Robert_B View Post
    I don't think I explained myself very well so to make sure that I'm clear.

    When I toss Seeds I am tossing RI and LR at the same time... but I find that if the seeds is resisted and my target happens to be the one that doesn't move...

    In Honesty I don't know why I am having such issues against the Tsoo, they are orange (the spirits) and red (The Sorc).

    Should I toss the Immob first with a RI or two then seeds? The Alpha more often then not can really kill a toon (since it might be 3-4 shots at one time).
    OK . . . you have a Plant/Rad Controller and two Rad defenders?

    In general, Plant controllers should use Seeds as the opener. The only real exception is when you get Carrion Creepers, you can use them to draw aggro before Seeds.

    I would suggest that the Plant controller should start with Seeds at the same time that BOTH Rad defenders are using RI. Then as the Plant Controller throws out Roots, the Defenders can use EF if some of the spawn was missed. Ling Rad isn't really all that helpful for reducing incoming damage.

    If most of the foes were missed with Seeds, it might be time for the Plant Controller to throw out Vines . . . that's what you have it for.
  11. Quote:
    Originally Posted by Asha'man View Post
    Thanks Local_Man. Your post on another thread about your Ill/TA is what prompted me to ask. My only experience with Ill is paired with /storm but the thought of Ill/TA piqued my curiosity. And seeing as i'm an altoholic, well, I can't resist. I haven't leveled a Trick Arrow toon past lvl 12 so I'm leaning towards pairing something with TA. But not sure what.
    Probably the only other TA controllers I would consider would be Earth/TA for the ultimate in control, or maybe Grav/TA. No controller has more control options than Earth/TA, but I think Earth/Rad and Earth/Storm are more flexible than Earth/TA and bring more to a team. And I really like the pairing of Grav and Storm, such that the only other Grav controller I would consider making is, if they ever proliferate it, Grav/Traps. Wormhole onto a bunch of Trip Mines would just be too funny.

    Bad guy's thoughts --> "Ok, I'm just hanging out here in the hallway and . . Who's that? What's he doin'? wha? Huh? Ack! BLAM!"
  12. Quote:
    Originally Posted by Asha'man View Post
    As the title suggests, I'd like to know what your favorite archery based toon is. Is it a true TA/Arch defender? An Arch/* blaster? A */TA controller or a red side archer?

    I have an Arch/Elec blaster at 30 or 31 but he doesn't excite me right now. I know if I just devote some time to him I'll hit the RoA goodness but whenever I'm at the selection screen I always end up playing some other toon.

    I read on another thread about an Ill/TA controller and it re-raised my archery curiosity. What about Earth/TA? It sounds like it would take 3 years and a day to kill a fly but, is it fun? Is it true that Volcanic Gases can ignite the Oil Slick? That combination sounds like fun to me.


    So what's your favorite archery combination? And why?
    So far I have an Illusion/TA at 50 (Beau Jester on Pinn), an Arrows/EM at 42 (Beau N. Arrow on Guardian) and a TA/A Defender on Freedom (Pointy Sticks, made the day the sets were released but only level 24).

    I really like my Illusion/TA -- I think that Illusion is the best primary for the TA secondary. Phantom Army gives you the opportunity to stand back and shoot all your debuff arrows from range, and TA fills in many of the holes in the Illusion set. Illusion lacks and TA provides an Immob, an AoE slow, an AoE knockdown, a sleep and a ranged AoE hold, along with Defense and Resistance Debuffs to make PA better and some much needed AoE damage to fill in when PA is recharging. His playstyle is quite different than my other Illusion controllers. I skipped Flash and Group Invis from Illusion and Flash Arrow from TA, then took Hasten/Superspeed for travel so I could fit in all of all of the remaining TA powers. Fire Blast and Fireball from the APP powers make it easy to light the Oil Slick. Disruption Arrow+Oil Slick Arrow+Fireball is so much fun.

    The Blaster is also a lot of fun -- and I'm mostly a controller guy. Rain of Arrows makes the set. Other than Rain, it is OK, but cranking out Rain of Arrows-Explosive-Fistfull does a pretty good job at wiping out a group. Boost Range from the secondary is a huge benefit to the Arrows Primary.

    The TA/Arrows Defender seems a little lackluster to me. I suppose it will probably get better in the upper levels once I get Oil Slick, but it just seems to me that the Controller used TA better.
  13. This is a nice summary with good, solid reasoning. I like the fact that you included alternative points of view. Nice Job!
  14. Just a quick comment on that build: in Steamy Mist, if you replace that Kismet +6% Accuracy with anything out of the Luck of the Gambler set, don't you get a set bonus of 9% accuracy? Plus some more defense?
  15. Well, I have done the STF twice in the past couple of weeks, once on my Stone/Fire tank and once on my Ill/Rad controller. I did not notice any bugs on either run -- everything worked according to the mechanics we understood. The Ill/Rad run was a little tougher, but that was mainly because our only tank was a Willpower who wasn't quite up to tanking LR, so we had to do it with Phantom Army.
  16. Local_Man

    My Big Mistake

    Quote:
    Originally Posted by Xanerith View Post
    Alright well I think I'll put my earth controller on hold for now and probably try either a fire/plant/ill with rad as my secondary, though I am not really sure which one to choose from.
    I strongly recommend that you take a look at my Illusion/Radiation guide, linked in my sig. Take a look at it to help you decide between the three you are considering, even if you decide to go with Fire/Rad or Plant/Rad as the information and strategy tips on the Radiation Emission section will be a big help.

    Illusion/Radiation is my favorite build in the game. It is the most flexible build in the game, able to do a little of everything except be a scrapper. Both Blind and Spectral Wounds act as single-target attacks, plus the benefits of Deceive. My guide explains the illusory damage aspect of Spectral Wounds and how to take advantage of it to increase your net damage. By the time you hit level 41 and the APP powers, you can have a great attack chain of Blind-SW-Blast-SW that will allow you to take down AVs solo.

    One of my favorite things about Ill/Rad is that it is both a simple and complex controller. It is easy to play an Ill/Rad to a basic skill level and be very effective, but the details of the powers are complex enough that you can, with the right strategy and build, turn an Ill/Rad into one of the most powerful characters in the game. Again, my guide explains all this.

    I also have Fire/Rad and Plant/Rad at 50, and they are great controllers. The playstyle for each is significantly different. Fire/Rad is a melee controller, using Hot Feet and Choking Cloud to do AoE damage with control. (I like Fire/Rad so much that I'm working on a second one on a second server for a Fire/Rad team -- I didn't want to move my first one for concept reasons.) A team of Fire/Rads is probably the most powerful team in the game; While Fire/Rad is good solo, it is not as powerful as a solo Ill/Rad because of the invulnerability of Phantom Army. A Fire/Rad does not kill as fast as a Fire/Kin, but is more surivable and more flexible - I like my Fire/Rad more than my Fire/Kin.

    Plant/Rad is more a kind of short-range controller and a bit of a one-trick pony -- the cone of Seeds of Confusion and the AoE damage from Roots really defines the character. Everything else for a Plant controller depends on Seeds+Roots. He is good at AoE damage over time, but somewhat weak on single target damage.
  17. Local_Man

    My Big Mistake

    Many people love their Earth/Kin controllers. I have one, but ever since the nerf to controller pets so that they do not get the recharge buff from Speed Boost, I just haven't wanted to play mine. Earth is a great ranged control set, but Kinetics makes you want to be in melee. Personally I think that Kinetics works best with Fire and Ice since those sets naturally work better in melee. Still, Kinetics is a great set on teams helping the team go through missions much faster. And Earth can control groups like no other set. Try teaming with Blasters and you may have more fun.

    What kind of controller would you enjoy? No idea -- it depends on how you like to play your characters. There are people who like virtually any combination you can think of. Maybe describe what you like and don't line and we might be able to help. My personal favorite is Illusion/Radiation. You can see why in the guide link in my sig. But I also really like my other */Rad and */Storm characters, plus a fair mix of other secondaries. I have 7 different controllers at level 50, and I'm currently working on Earth/Storm, Plant/Kin, Grav/Storm, Mind/FF and my second Ill/Rad and Fire/Rad.
  18. Local_Man

    Ill/ta help

    Illusion/Trick Arrow effective as a solo character? Yes. For farming? No, not really, although it could handle farming missions, but not very fast.

    When I built my Ill/TA, I did it because I really wanted to experience the Trick Arrow set; I already had an Ill/Rad and an Ill/Storm at 50. As a result, I made my build so I could take as many of the Trick Arrow powers as possible. Since you already have a Trick Arrow character, you may be wanting to experience Illusion.

    I think that Illusion is the best primary for Trick Arrow. TA does a great job at filling a lot of the holes in Illusion, and Illusion has powers that let TA use its tricks. The playstyle is pretty easy -- send in Phantom Army, then stand back and fire off the debuff arrows. Then go after individual foes, starting with the minions first, firing off more arrows as needed. I stay at range all the time. (I skipped the only power in Illusion that is not ranged, Flash.) One nice thing about Illusion over Fire -- Phantom Army and Phantasm can all attack from range, so the bug/feature that causes Controller pets to run away from the lit Oil Slick will have less effect than on Fire Imps, which only have melee attacks.

    (While I think that Illusion is the best primary for TA, I feel the best secondary for Illusion is Rad, followed by Storm. If you mainly want to experience the Illusion set, consider an Ill/Rad.)

    My build was pretty simple. I took Blind, Spectral Wounds and Deceive as my first three powers. Those three make any Illuionist able to solo in low levels. Glue Arrow gave me some AoE control. Sometimes Entangling Arrow would set up Containment for Blind. I took Superior Invis over Group Invis, skipped Flash but took everything else in Illusion pretty much as it became available. On Trick Arrow, I only skipped Flash Arrow, since the perception debuff isn't needed when you are invisible. Because Hasten is virtually required for an Illusion Controller, I used Super Speed for travel so that I could fit in all the other TA powers -- if I had taken a different travel power, I probably would have skipped Poison Gas Arrow.

    I had the Tech Origin to be able to light the Oil Slick, but I chose Fire Blast and Fireball APP powers to add more damage and have more ways to light the slick. My last two choices were Aid Other and Aid Self.

    Now that I have the 60 month vet badge, I plan to respec my Ill/TA into Fly over Super Speed, although I will miss the maneuverability of SS. I still have a few IO sets to gather before I do the respec, though.
  19. Quote:
    Originally Posted by Torrynt View Post
    Baslisks isn't that bad. I can routinely get four of them for about 40 million total after buying the rares and crafting costs.

    The purple set will set you back about 120mil or so for the confuse set.
    If you avoid the Basilisk Quad, you can save a lot. The Acc/Hold, Acc/Rech, Rech/Hold and EndRdx/Rech/Hold will do the job if you have a some Global Accuracy or some accuracy in a 5th slot to make up for the little bit of Accuracy lost, and you will save a bunch.

    On the Coersive Persuasion set, take some time to lay out bids for a while. The prices vary pretty widely. You only need 5 of them, and can skip either the Confuse/EndRdx or the Confuse.
  20. Local_Man

    Quicksand

    Quote:
    Originally Posted by Torrynt View Post
    Would it be nice to allow some more options for procs or other slotting... to be honest I rarely have quicksand as a power past lvl 20 or so.

    After you have a character slotted, how much -Def is really needed? There are so few times that I have anything less than a 95% chance to hit, it just doesn't seem worth it for a slow patch. I miss Ice's -Slow when I play an Earth troller.
    I consider Quicksand a power that I would never skip. I use it underneath every AoE control power I have both as backup control and for its huge defense debuff. I never have to worry about ToHit Debuffs. My AoE powers with -20% accuracy (Stalagmites and Stone Cages) and the powers that don't take accuracy but still have to hit (Volcanic Gasses) hit more reliably with Quicksand, and when they miss, the foe is still caught.

    And it recharges so quickly that I can use it as a barrier to prevent another spawn from coming in. I use it when pulling as a trap. I sometimes use Quicksand instead of Stone Cages when I know that I might be using Earthquake (or Freezing Rain on my Earth/Storm) to keep foes from leaving the area of effect.

    Additionally, I know that I can slot some powers with less accuracy because I use Quicksand so often. And it does all that with just one or two Recharge IOs.
  21. Local_Man

    Quicksand

    Quote:
    Originally Posted by hewhorocks View Post
    (sorry for the necro post)

    I'm looking at the issue from a set bonus perspective. When looking at it from an end-game build each power with limited set choices can really impact what can (and cant) be done in terms of those bonuses.

    Quicksand is great out of the box and I might argue there is no need to enhance the slow portion of the power at all.

    In high end 50 builds how much of a role is having fewer set options playing in terms of effectiveness for any specific task? This is a question that really may come to the fore with a blaster primary (fotm but still) that has a very popular power without slotting options.
    Your question is a bit confusing. I'm not quite sure what you are asking.

    In some ways, it is nice having a power like Quicksand that is very effective with little to no slotting, as it frees up slots for other powers where set bonuses are more important. With enough Global Recharge, you can get by with just a single Rech in Quicksand, allowing you to use those slots somewhere else. I view */Rad's Lingering Radiation the same way -- with enough global Recharge, I can get by with just the default slot, freeing up slots for other powers. At level 50, I generally wish I had more slots more than I wish I had more powers.
  22. Quote:
    Originally Posted by Erin Go Braugh View Post
    I just finished my Perma PA Ill/Rad, using Local Man's guide.

    A word of caution - it's expensive. I had a bunch of LoTG 7.5s and piled up a billion for the build. It took about that much with the current market rate. I did find a way to cut about 150 million without a significant loss of power.

    That said, the build flows easily and the powers work so well in concert with each other. Drop PA on a mob, AM then Hasten while they grab aggro, drop Specteral Terror, debuff the boss, Deceive the minions and keep a minion ot Lt targeted.

    You do not need Perma PA, though. You really don't. My second build is SOs and procs. You can do just fine with that if you go on teams often. In fact, it's a build for TFs.
    Fullly agree! The perma-PA build is very expensive. 3 LotG Rechargs, 3 sets of Basilisk, 2 Decimation sets, 3 Enzymes, 1 set of the purple Confuse set and a few purples from the pet set. And it is not needed for a great character.

    I kept my non-perma-PA build as it is a little more functional in some situations. Recall Friend lets me be the team spy. There are a lot of ways that an Ill/Rad can be great without Perma-PA. The Perma-PA build is mostly a gimmick that allows an Ill/Rad to solo AVs easier than any other controller and easier than almost any other build.
  23. Here are a few thoughts on your build:

    Blind: This power is key, but it provides both hold and damage. You said that you had one of the Unbreakable Constraint set. The rest of that set will be quite expensive to get -- nice to have, but expensive. I don't have it on my Ill/Rad at the moment. If I had it, I would put it in Flash instead of Blind. In Blind, I have 4 Basilisk Gaze, an Acc/Dam/Rech and a Damage. That added damage from Blind is nice.

    You might consider selling that one Unbreakable Constraint to help fund some of the rest of your build unless you already have plenty of Infl.

    Spectral Wounds: The Apocolypse set is very, very expensive, so unless you have Infl to burn, you may want to consider another option. I use 5 of the Decimation set, including the Chance for Build Up here because I use SW so much. If you have a spare slot, you can add a little bit more Acc/Dam/Rech from another set. Note that the Decimation set has 6.25% recharge, as do many other sets -- make sure you have no more than 5.

    Deceive: The Malaise set is another where you get 6.25% Recharge -- but the purple Confuse set is probably the second cheapest purple set, and the proc is wonderful in this power. Here is where you can splurge and get 5 of the Coercive Pursuasion set -- get all but the pure Confuse one. The proc gives you an occasional Mass Confusion, and the set gives 10% Recharge, freeing up another 6.25% for another power.

    Radiation Infection: I suggest 4 Dark Watcher, or if you are short on slots, 3 Enzyme Hami-Os.

    Phantom Army: 4 Expediant Reinforcement you have, but you should finish out the set with either (a) the two triples from Call to Arms, or (b) the Dam/Rech and Chance for Build Up from the purple Soulbound Allegiance set. The second choice is better if you can afford it. You have three times the chance of that Build up proc hitting with Phantom Army.

    Stamina: I think 6-slotting Stamina is a waste. 3 common EndMod, or 4 Performance Shifter if you can get the proc. You can make up that 5% Recharge somewhere else.

    Hasten: If you have enough global Recharge and can put Hasten on Auto, you can get by with 2 slots in Hasten. (I put 3 in Hasten, and this is the one change I would make to my current build.)

    Spectral Terror: 5 Glympse of the Abyss is great slotting as long as you don't already have 5 other powers with the 6.25% Recharge. I had to knock this down to the Unspeakable Terror set for 5% Recharge for that reason alone.

    Ling Rad: Once you have enough Recharge to get Perma-PA, you don't need any recharge in this power. A single Accuracy in the Default slot is good enough if you have some global Accuracy bonuses.

    Superior Invis: Consider adding slots here. 1 LotG 7.5% Recharge, and 5 Red Fortune will give you a total of 12.5% recharge from one power. Make sure you get max EndRdx from the Red Fortunes.

    Phantasm: I'm not a big fan of the Resistance proc here, as Phanty usually stays out of melee and doesn't really need it. I suggest 4 Expediant Reinforcement, leaving out the proc and Dam/End, and adding one more slot of Acc/Dam from Blood Mandate or another pet set. That also saves a slot.

    Flash: Consider replacing that Rech with an Acc/Hold/Rech from Ghost Widow or Essence.

    EM Pulse: Here's another good place for 4 Basilisk Gaze. If you really want, you can add a 5th slot for Acc/Hold/Rech from another set, but EM Pulse's numbers are so good, it really doesn't need it.

    Fireball: The Ragnarok is another very, very expensive set -- nice if you can get it, but I used the Posi Blast set with another 6.25% Recharge. If you can get it, you can free up a 6.25% slot for putting Malaise in Spectral Terror.

    Fire Blast: I took this at 41, as I consider it more important than Fireball. I also put a 6th slot in it for a little extra Acc/Dam/Rech, since you get more bang from this power. It is key for your Blind-SW-Blast-SW attack chain.

    Fire Shield: I only had one DamResist in this power, but wish I had another slot for it.

    Consume: It is not very useful without more slots. I suggest you replace this with a power that can take a LotG Recharge, like Combat Jumping. Some people use Group Invis, but I think that CJ actually provides a benefit.
  24. Quote:
    Originally Posted by Ben_Arizona View Post
    Illusion doesn't have fast-recharging AoE containment, but then it also doesn't have fast-recharging AoE damage that would take advantage of it. It has a fine single-target attack sequence, but that sequence does create containment (via Blind).

    The same applies for the most part to Mind, which excels at single-target damage. Mind does have Terrify for which containment would be nice, but I wouldn't want to trade off two of Mind's many actually-useful powers for the ST and AoE immob that most sets seem to consider mandatory. The absence of those clunker powers is actually one of the reasons I like Illusion and Mind so much.
    As you said, Illusion really doesn't need AoE containment because it has no AoE damage powers other than pets (which do not get the Containment bonus). Yes, it would be nice for the APP AoE damage sets, but that's one of the trade-offs for the awesomeness of Phantom Army and Spectral Terror.

    On my Mind Controllers, I mostly use Mass Hypnosis as my Containment set-up for Terrify -- I think that is its best use on teams.
  25. My level 50 Ice/Ice/Ice is built around staying at range with Hover. The single power I use most from my secondary is Shiver, which provides a huge amount of damage mitigation from its -Recharge, and it keeps foes from running away very fast so I can use my AoEs. I can hold Bosses with two ranged holds, and then I sprinkle around other holds as needed.

    If I see a tough group, I will usually drop to the ground, cast an Ice Patch at a corner, then back into the air to pull around the corner. It is easy to take them down while they slip and fall.

    Personally, I think Leadership and Fighting are wasted on a blaster. I would only take Leadership if I was on a special team that always plays together, where everyone has it. You have some pretty good mitigation between the holds, Shiver and the APP powers.