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Quote:But Fire Imps can at least be hurt and killed . . . PA can't because they are just figments of the imagination. I suppose it is possible that creatures made of fire could be hurt by fire . . .Tut tut, Local, Fire Imps should be right at home and they run, too. That is what you get for being logical about it!
But logic will only take you so far in this game. Like "Why do those morons keep walking the streets of the city when they get accosted every 20 feet?" -
Quote:Actually, the Phantom Army DO run out of the Oil Slick area when lit, which is kind of stupid since they are invulnerable. But Oil Slick Pet Bug doesn't affect Illusion nearly as much as Fire, because Phantom Army and Phantasm can attack from range, while Fire Imps are melee only. In fact, Phantom Army is arguably more damaging from range.The bug still exists, only difference nowadays is that the Imps will return to the area effected more quickly now once the patch goes out. But it's still annoying when your pet runs off in a random direction, especially when there's 3 of the hyper lil fellas. I'd agree with Local, split the difference. PAs are unaffected by the patch I believe and Phantasm is ranged anyway so he shouldn't find himself in it. Illusion/TA would be a monster.
Illusion gives you the AV alpha absorbing move (PAs), the debuffs are excellent with Illusion (they'll help the PAs hit more and harder for a start) and you bring a totally different sort of control to the party via distraction, confusion and fear (as well as being able to stack single target holds really well). Plus both Illusion and TA tend to be ranged sets (other than Illusions skippable Flash) so you can stay out of trouble better and just lob pets and debuff arrows into the battle.
What you describe of the Illusion/TA playstyle is exactly how mine works. I skipped Flash because I virtually NEVER go into melee. EM Pulse Arrow is my AoE Hold. It is a great character to play, and you never have to worry about buffing anyone . . . Illusion is a bit more "set it and forget it" while Trick Arrow is somewhat clicky -- but you have time to slip in an attack or two.
The problem with Earth and Fire together is that Fire Controllers tend to use Fire Cages a lot . . . making Earthquake nearly useless. That holds try with any Controller set with an AoE Immobilize -- unless you coordinate when to use and not use AoE Immobilize, Earthquake (and Ice's Ice Slick) become nearly useless. For an Earth Controller, EArthquake is one of your three AoE controls.
Illusion doesn't step on another controller's toes because Illusion controls by distraction rather than AoE Immobilize, Sleeps or Stuns. Illusion provides good offense with its pets and single target blasting, plus you get the AoE Damage from Oil Slick Arrow. You get all the benefits of a Confuse power, plus (if you take Recall Friend) you can act as the team spy for the missions that can be stealthed. -
Quote:Each control power has a cap in the number it will control. The number varies with the type of control. The best place to check for your particular power is Red Tomax's City of Data.How many individuals can be locked down with a single aoe control(roots, fire cages, etc...) in one shot.
Is there a cap?
Is it set or can you make it better?
In general AoE control powers have a limit of 16. This includes the AoE Immobilize, Hold, Stun and Sleep powers. Cone-type powers usually have a limit of 10. This includes Mind's Terrorize and Dark Miasma's Fearsome Stare. Some other types have a limit of 10, like Earth's Earthquake and Ice's Ice Slick. Some control powers are considered to be "pets" by the game and may have unique methods how they work -- Illusion's Spectral Terror has a limit of 10 for the Cloak of Fear, but then it has a single target Terrorize power. Earth's Volcanic Gasses has pet geysers that only hit 5 per pulse, but can stack holds and have (I think) up to 3 geysers out at a time.
Enhancements will increase the duration of the hold but will not increase the number -- except in odd situations due to the mechanics. Hold enhancements in Volcanic Gasses and Choking Cloud may result in more foes being held at any one time by extending the hold beyond the next pulse. -
Quote:I used to "talk down" the Grav control set, but I really wanted to get to Wormhole and Singularity. I teamed Grav with Storm. Crushing Field + Freezing Rain is a knockdown area with massive debuffs. Add Snow Storm to debuff Recharge and it is almost an AoE hold.So, Shyft... how do you come up with enough control to keep things locked down during levels 1-25? Or do you have some other playstyle? (damage? team support?) I'm really curious. I've tried Gravity several times and never found what I contribute to a team. I want to know your secret, because I really want to get to Wormhole and Singularity some day. Running myself out of endurance with wimpy single-target damage has not been entertaining so far.
Another option is to team it with Rad. Crushing Field + Radiation Infection is almost a hold, too. The foes can't move out of RI's AoE, and they have a lot of trouble hitting you.
And, I mostly solo'ed my Grav/Storm. It wasn't very fast, but actually took some strategy. I have finally gotten my Grav/Storm up to 39, and look forward to every chance I get to play him (but I'm working on several alts now). -
Quote:I had Smoke leveling up my Fire/Rad . . . and then dropped it on my level 50 Respec. Instead, I use a Stealth IO and use Super Speed as my level 49 power. I find this combo much more useful than Smoke. I can run in to the middle of a group and fire Cinders before they realize I'm there, and then let Choking Cloud, Hot Feet and the Fire Imps do their thing. That is my usual strategy when Flashfire is recharging.A stealth IO in the base slot in sprint does practically the same for you with out costing you either a slot or a power pick, and it costs no endurance (toggle on then toggle off = stealth for 120 seconds) doesn't require a hit check (controller version in PvP, blaster version in both PvP and PvE) and has no worries when you miss one or 2 due to spread out mobs and range.
It's not that smoke doesn't have its advantages on occasion, it's just that there are other things that are more advantageous more often. -
I know a LOT about Rad -- take a look at my Ill/Rad guide for tons of information on the Radiation Secondary, including some strategy hint. I have a few suggestions on your build:
Crush: To me, Crush is a damage power, especially if you expect to solo. Hold-Crush-Propel is my damage chain. Crush's DoT will often kill the last few HP on its own. I see no reason to slot it for immobilize when it easily recharges faster than its duration. Slot it up with Ranged Damage.
Grad Dist: I slot GD with a mixture of Acc, Hold, Rech and Damage. I need the damage in it too much to slot it only as a hold.
Accelerate Metabolism: This buff you want up as much as possible. This is one of the powers that makes Rad so good, and does a lot more than just buff your Recovery. Put 3 slots in immediately, then three more later. Max slot it for Recharge first, then EndMod as you have room. Eventually, 6-slot it with the Efficiency Adaptor set, but replace the EndMod/Acc with a common Recharge unless you have a bunch of Global Recharge.
I take Propel at level 6 -- love that damage.
I like Crushing Field and Radiation Infection then as soon as possible. Why? RI provides a large ToHit Debuff on a foe-anchored toggle. Crushing Field keeps them from moving around out of the effect of RI. So CR+RI is almost an AoE Hold, where the foes can't move and can't hit you hardly at all. Keep spamming Crushing Field and you have AoE control! And with Grav, you need all the AoE control you can get!
Enervating Field uses a LOT of endurance. I always delay EF until AFTER Stamina. 2 EndRed are enough, as that third one will only reduce your Endurance usage by .05%, but you can put that third one in if you feel it is worth it.
On a Grav/Rad, your primary provides some slow, so Ling Rad isn't badly needed . . . until you need its huge -Regen for AVs. You don't really need to slot it for slow. 30 Sec duration, 90 Sec Recharge. I slot it 1 Acc, 3 Recharge first, then add a second Accuracy to hit higher level AVs. Eventually, I go with 1 Acc, 2 Rech, Tempered Readiness Acc/Slow, Tempered Readiness EndRdx/Rech/Slow.
Fallout is one of the most situational powers in the game. My guides explain why. It can be fun and effective, assuming you have teammates who die on a regular basis. Think of it as a Nuke, and slot it up for Damage and Recharge. It already has high accuracy. If you need more debuff, use RI and EF.
Dimension Shift: Don't. Just don't. Everyone says that phase shift powers suck. I decided to try one on another character (Black Hole on a */Dark MM) since I hadn't tried it before. And I found out immediately . . . phase shift powers suck. No matter how I tried to use it, I hated it. (And I try to pride myself on finding uses for powers that everyone else hates, but not this one.) Instead, take EM Pulse. It is one of the best AoE holds in the game -- huge radius, fires quickly, long hold and no accuracy penalty. It is an awesome "panic button" power that can be used in many other situations. Instead of draining your endurance, it just stops your recovery of Endurance for about 15 seconds -- one Blue Insp pretty much takes care of that.
Choking Cloud: not a good match for Grav/Rad. Works great with Fire/Rad and pretty well with Ice/Rad for the reasons explained in my guides. To make this work reasonably well, you need to max slot it with EndRdx and Hold -- and even then, CC is pretty funky. I would take Mutation over CC, unless you mostly solo. Then I would consider Lift or another APP power. -
Quote:Thanks for the advice guys! I know I said all types of game play, but I was really building it as more of an AV killer subconsciously. Just thought I'd throw that out there. Your advice was awesome, and helped me pick up a few things and change the build around to make it a more manageable build. I dropped Vengeance to pick up Hibernate, for endurance problems that will arise, and slotted Tornado for damage. I also took those slots out of snowstorm and just left some end redux in it, and re-slotted a few powers. I think it's looking much better!
Hibernate is a great "panic button" power on an Ill/Storm (I have it on mine). It is the only APP power that lets you recover BOTH endurance and Health. Since an Ill/Storm has no powers for Regen/Healing or Recovery, it can be very helpful . . . and save your tail for 30 sec, too.
Consider trying to fit in Ice Blast, also. Blind-SW-Blast-SW makes a very effective attack chain. It is important to kill off low level characters first (Minions first, then Lieutenants), before you focus on the big guys, and that attack chain will help you do that. (See my Ill/Rad guide, under Strategies, to see why killing the low level guys first is a good idea to boost your damage. Even though your secondary is Storm, my guide has a lot of good information on Illusion. You should also look at Tal_N's Ill/Storm guide. I have a few minor disagreements with him, but overall, his guide is very good.)
I'm not a big fan of Leadership on most controllers unless you are with a standard team where others have it and you can stack the effects. The toggles do not affect Phantom Army. Tornado is auto-hit and Lightning Storm has very high accuracy. I would rather take the Ice Armor or Combat Jumping as a place to put a LotG Recharge than Maneuvers.
Leveling up on my Ill/Storm, I used Steamy Mist + Super Speed instead of either of the Invisibility powers. This freed up two other power slots for stormy powers (since I took Hasten as my pre-requisite, so I didn't have to take it later). Not everyone likes SS for travel, but I found it was great battlefield maneuverability for running around to herd with Hurricane, run in to get in position for Lightning Storm, and even leading PA into battle if they had already been cast. I thought about replacing SS with Fly and getting a Stealth IO to make up for SS's stealth, but running around with Super Speed during a fight is just too much fun. I have the Good vs. Evil Jump Pack to take care of most of my verticle problems, or always the Raptor Pack that can be re-purchased in the Shard starting at level 40.
Also, I prefer to look at my characters for a leveling-up build before planning a final, expensive, Level 50 build. Some powers may not work nearly as effectively while leveling up. -
A agree with most of the points above. You can put the Expediant Reinforcement (Recharge intensive pet) set in Tornado for a little more recharge.
I love the Chance for Hold proc from Devistation in Lightning Storm -- it has a chance to hit with every lightning strike, and it seems to hit often . . . plus the Tesla cage effect goes with the lightning theme. -
In addition to the Social Group on the boards. we now have a "Control Freaks" global Channel. It is a place in game to discuss your controllers, or your soon-to-be controllers.
While in game, just type /chan_join Control Freaks -
Quote:Can't you do the same thing with the temporary power from Magic or Tech origin?
Those temp powers have a short range and unenhanceable accuracy. I haven't tested whether the temp power misses more often than Fireball/Fire Blast, but I bet that the temp power misses more often.
Besides, the Fireball+Oil Slick combo is simply awesome. Bad guy BBQ with a big burst of flame to start, then continuing fire roasting their, um, nether regions. Massive AoE damage. You'd rather throw a wimpy little taser? -
Quote:Mathematically superior?? Bah, toggles are boring -- I want to do stuff! If the foes are controlled, then Defense is wasted. If you are on a good team with a tank who draws the aggro, then Defense is wasted most of the time. And a heal or some Regen will take care of the damage you receive most of the time. But I agree with you on the Leadership toggles -- With only one exception, I don't take Leadership on controllers unless it is a designed team where I know we will be stacking Leadership. The builds are too tight.You might not be willing, Local_Man, but that doesn't mean it isn't a mathematically superior option. I find leadership toggles to - except in specific situations - be extremely inefficient. Sometimes, if I had access to a fifth pool, there's a point at which I might take Maneuvers - but usually I'll take Leadership only in a build specifically made to run with multiple other people who are also specifically taking Leadership.
I'm not criticising your builds . . . that's why I mention things in terms of MY preferences, since other people have other preferences. On a Fire/Rad, for instance, I would rather have Bonfire and Mutation than take the Fighting Pool. I like to find uses for situational powers and have to come up with strategy to avoid getting hit rather than relying upon defense. -
Quote:It has been partially fixed and is still partially broken. When you light the Oil Slick, all controller pets run out of the flame area. It used to be that they kept running, and after the Oil Slick quit burning, the pets would not enter the area where the slick had been burning. Now they will stop outside of the burning area and attack from range. And they will re-enter the area after the Oil Slick has burned out. This is important for melee pets, because before they wouldn't go back to attack the foe.Hello Controller Boards.
I rolled up a new controller over the weekend, a plant/TA. I'm pretty much a noob to controllers. I have a general questions and I wanted to get some feeback from the professionals.
1. I've heard Oil Slick is still broken. Is that true?
This kind of makes sense for some pets (Jack Frost, Rocky, Singy, Audrey II, Phantasm) but doesn't make sense for others (Fire Imps which are made of fire, Phantom Army which are invulnerable so should not be afraid of anything.)
And there is the problem of sometimes not being able to light the slick. You did pick either Tech or Magic for your origin, didn't you? Those temp powers will light the slick and not make you have to wait for the APP power sets. I have the Fire APP on my TA just to be able to light the slick more ways. Fireball + Oil Slick is awesome!
Quote:2. I've rolled this character specifically to do some splatrolling, but would still like to maintain some usefullness on teams (if that's possible). Tips on that front? <I'm looking at you Enantiodromos >
Quote:3. I assume the skippable power in plant is the sleep?
Quote:4. Is Ice Arrow worth getting or is it skippable?
Quote:Just some general questions coming from a noob (i'm sure that's obvious).
Thanks in advance everyone! -
But that Fire APP will light the Oil Slick. With Fireball, and then again with Fire Blast if Fireball misses. And from Range. And Fireball will blast the entire group while lighting the Slick, so you get some initial up front damage plus the DoT from the Slick. Frankly, I would find it hard to take any other APP other than Fire for an Earth/TA or any other */TA other than Fire.
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Quote:why do u need 3 travel powers? and is this for PvP PvE or a hybrid?
Hover and Combat Jumping are being used as "mules" for Luck of the Gambler +7.5% Recharge IOs. Hasten is needed for Recharge to get Perma-PA. It is common to do this for players who want to maximize Recharge to get Perma-PA.
If you don't know what Perma-PA is, take a look at my Ill/Rad guide, linked in my sig. -
Quote:Illusion is a great set and goes with any primary. But it probably has the least synergy with FF as any secondary. My opinion, of course, as quite a few people like their Ill/FF controllers. But FF adds almost nothing to Illusion. Here are two of several reasons why:Ok, so Im making a character for a static team. It's a small team and currenty has a kin/electric defender, and earth/sonic controller, and a claws/dark armor scrapper.
I'm torn between which controller to make. I already have played a plant/kin and illusion/kin to 50, and a fire/rad to 40. I'm working very heavily on an ice/storm corruptor and am interested in a thugs/storm MM so I may avoid storm.
I'm thinking about an illusion/bubbler. My thoughts are that with the +res from sonics and the +Def from bubbling, the scrapper could easily reach tanker levels of survivability, and the team would be pretty well protected from most damage. Earth's hard controls would compliment Illusion's distractions, making the team even more survivable. It seems would would lack damage in a lot of ways though.
I was ALSO thinking abou a fire/trick arrow controller. Firewould give the team a much higher DPS, will still meshing with Earth's soft controls, and trick arrow would add -res to Earth/sonics -def and -res. It would basically help earth lock EVERYTHING down and debuff it so we're all doing more damage.
Any suggestions? Anyone experienced with either of those builds? It's a toon made specifically to team with this group so soloing isn't much of an issue, which would be a concern for the illusion/bubbler.
(a) Illusion has Invisibiliy to avoid problems. But why bother when you have PFF? When you are invisible, you don't need PFF much, and if you use PFF, you don't need invisibility much. (b) Phantom Army is your most important power, but PA are invulnerable and cannot take buffs, so your bubbles do nothing. PA needs Recharge, Defense Debuff and/or Resistance Debuff to get better, and FF has none of these.
Radiation is the only set with Recharge, Defense Debuff and Resistance Debuff. But if you don't want to do Rad, I suggest either Trick Arrow or Therm. Storm works well with Illusion, too, but can be too chaotic for a team. Ill/TA is a great combo (I have one at 50), and Illusion's ranged powers complement Trick Arrow's ranged controls and Debuffs, while TA fills some of the control holes from Illusion. Therm is a nice utility set, with Resistance shields to stack with those Sonic Shields and make everyone on the team at Resistance cap. But Therm's debuffs come late in the set.
Fire/TA? You know about the Oil Slick Arrow Pet bug? Anytime you light the oil slick, your Imps will run out of the area. That means two of your best powers have a major conflict. Also, I consider Fire to be a melee set, while TA is a ranged set (yes, you can play TA in melee, but you lose one of the benefits of the set). Illusion is a much better primary for TA. -
Was my guide one of the ones you looked at? It is more recent than I-13, so I'm not sure. I'm not as much into the "max" builds, and prefer more general utility than the almost-billion Infl builds. But for a max build for max Infl, you have what is needed.
I prefer to have both Flash and EM Pulse for the reasons stated in my guide. I also prefer to avoid taking both SI and GI, just as a mule for more IO sets. You can actually get perma-PA without spending so much and taking mostly useless powers. -
Quote:I don't think that I have any controllers where I would be willing to give up 3 powers that have specific utility and all those slots for defense from the fighting pool. I prefer to do stuff with as many tools as possible rather than manage toggles. I'm not a big fan of Leadership on Controllers, either, even though some folks love it. I feel like I would have to give up too much to fit in those three powers.Yes, Boxing, really. I have the fighting pool on almost all my characters. If you build for defense, Weave is often what allows you to go from 'Meh, defense' to 'OMG DEFENSE'. Boxing can also hold the Stupefy set - more than 3% ranged defense and 6.25% recharge is nothing to sneer at. Tough also nets you +3% defense and mag 4 knockback protection from Steadfast Protection. Slotted up, those three powers net you about 10% defense to all and another 3.13% ranged defense, as well as 13.75% global recharge from a LotG 7.5% and Stupefy's 6.25%. Recharge on a Controller is king, even if you don't agree about defense (which you should - soft-capped defense is literally capable of making you live ten times longer in a fight, and each percent blocks -more- damage as it goes up instead of having less effect as with recharge).
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Quote:Boxing? Really? I have never taken the Fighting Pool on a Controller. I try to maximize my control ability, so Defense/Resistance is hardly needed.I usually choose Jumping over Flight for Combat Jumping - it's incredibly cheap endurance-wise, gives you a bit of defense that is often critical for soft-capping (and allows a LotG 7.5%), and provides (in my opinion) better combat mobility than the very, very slow Hover or suppressed Fly. Air Superiority, while undoubtedly the best pool attack, has never struck me as particularly necessary for a Controller who is probably going to have Boxing and Seismic Smash to alternate with their single-target hold at the very least if they want to focus on single-target damage. Any mitigation from that knockup is going to be met or exceeded by a stacked hold, and anything that's not getting held probably isn't getting knocked up.
I really disagree with your comments about Air Superiority. I find it very useful on many of my controllers. (a) When my single target hold is recharging, Air Sup will knockdown the foe in my face, allowing the single target hold to recharge while the foe gets up. (b) Knocking Fliers out of the air! (c) It often makes a nice attack chain, something a controller often needs. If I plan to solo the character while leveling up, it is essential. Hold-ST Immob-Air Supp. For Illusion, Blind-SW-Air Supp. (d) It is often a more useful pre-req for Fly than Hover.
It may be at 50 that I may re-build and leave Air Sup out if I have another single target attack that fills that space. But leveling up, I find Air Superiority is a huge benefit to many controllers. I have it on my Fire/Rad, Fire/Kin, Earth/Rad, Ill/Kin and Ice/Storm in particular. -
Quote:I went with Air Sup/Fly on my Fire/Rad, and simply launched into the air when knockback was a problem. Eventually, I took care of the knockback issue with a Steadfast IO. I feel that the benefits of Air Sup outweigh the immobilize protection from Combat Jumping. Fly gives you a kind of knockback protection, a safer travel power and a better way to look for targets in those outdoor "find" missions. Super Jump itself adds no benefit, and is a real pain in the tail in those "find" missions.I've seen several build suggestions for this and I am curious as to why most of them choose Super Jump over Flight?
Is it safe to assume it is for Combat Jumping defense bonus as the controller really doesn't need Air Superiority as another attack?
Just curious.
Mad a Fire/Rad Controller Alt to get a little change from my Tanker who is still low in level and I have to say the Controller is pretty insane and fun to play. Although I will keep working on my Tanker as I think he might be useful to groups at a higher level and controllers are all over the place it seems. But you never know. -
Quote:You didn't mention Shield. It is pretty easy to soft-cap defense on a shield scrapper . . . and you get the awesome Shield Charge, too. Two Shield scrappers, staying together, can easily cap each other's defense with Grant Cover. I just finished with my three buddies leveling up a team of four Shield Scrappers, and the level of defense when we were all together was amazing.Single target Scrapper, its hard to go wrong with Dark Melee.
What kinda secondaries you looking at?
With a lot of DEF buffers, can't go wrong with /SR or /WP.
With a lot of RES buffers, /WP, /DA, /INV, /FA would be gravy.
With DeBuffers, I'd look more towards /WP or /INV...
I'd take one meat shield Scrapper and one AoE blaster. -
The first thing that came to mind when I read your post was "Ice/Ice Blaster." Holds and slows with very good single target damage. It is almost a high damage controller. When you finally get Shiver, it becomes awesome for handling groups.
For a good single target Scrapper, consider the Dark Melee primary. It lacks AoE . . . and the single target attacks all debuff ToHit, making it less likely for that guy to hit anyone. Plus, Touch of Fear will stack with Mind's Terrify to take out bosses. -
Quote:I have taken both Illusion/Radiation and Plant/Radiation to 50. I know something about Ill/Rad . . . take a look at the Illusion/Radiation guide linked in my sig.Im thinking of rolling a controller to play with my friends who just got into the game but i cant decide which one of these to roll.
Ive had experience with illusion, but any advice on how plant plays would help out a lot.
i know Illusion probably does more damage due to PA but i would also like to know what are some pros and cons of plant control
Any advice would help................Thank You Forum Gurus
Ill/Rad is the most flexible build in the game. You can handle anything as long as you are patient and use your tools properly. It works great on any team, large or small, or solo. My guide explains why. The only thing really lacking in Ill/Rad is AoE damage.
Plant/Rad is more limited -- you are really focused on maximizing your use of Seeds of Confusion/Roots for controlling groups of minions and Lieutenants. It lacks single target damage but has excellent AoE control with chip-away-at-it damage over time. You do best against large numbers of lower level foes. You can't really handle Bosses other than with two shots of Strangler. The biggest problem I found is that once you have fired off your one shot of Seeds of Confusion, you are limited with what you can do. You don't have much back-up AoE control until Carrion Creepers, and Creepers is on a long timer, too.
Don't get me wrong . . . Plant/Rad is a fun combo. The graphics of Carrion Creepers and Venus Fly Trap are really nice. But Illusion/Radiation can stealth missions easily. Ill/Rad can, for a short time, out-tank a tank. Ill/Rad can be a blaster. And if there are other controllers on your team, Ill/Rad does not conflict with them. (Plant's AoE Immobilize will make the knockdown of Earth's Earthquake and Ice's Ice Slick nearly worthless.)
My guide also has a lot of basic stuff about controllers in general. Take a look at it before you make your decision. -
Quote:Carnies aren't the big problem . . . it is Robots from Council and Nemesis. That is one of the reasons I like Fire and Ice APP sets, since both are rarely resisted.I never had any problems with carnies... I've been farming PI radio missions at some point in the past, so carnies and arachnos were my top pick back then.
I have the fire set on my Ill/Rad . . . there is some discussion about APP considerations in my guide. Fire gives you a good single target blast, a good AoE blast and a resistance shield that looks OK. And Consume for when your endurance drops. I skipped the shield to fit in a utility power.
I would not go Earth on my Ill/Rad as he has a ranged playstyle. He generally avoids melee whenever possible. Also, Phantasm has a tendency to knock away foes in melee range. The Stun in Fissure would be nice if I had another stun to stack it with, but there is no Stun in Ill/Rad. And Fissure has such a short range and limited AoE -- when I had it on my Ice/Storm, I found I mainly used it like another melee single target attack. The one thing that makes Earth tempting is Seismic Smash, but that's not enough for me. The fast-recharging blasts in Primal, Fire and Ice help make a nice attack chain from range. I have yet to try the Psi Blast, but I want to have a different damage type.
But if you prefer to play in melee, then Earth might be the right choice. -
There are a few ways around this limitation, however. Some binds can activate toggle powers and still do execute a click-type power. Or . . .
(There are third-party products that allow you to program macros that will execute numerous commands. This mostly include game-type controllers and keyboards.) -
Superior Invis vs. Group Invis is one of those personal choice things. I leveled my first Ill/Rad using GI, but then switched to SI at 50. Ill/Rad has the endurance boost from AM that makes it fairly easy to handle the added Endurance demand. My Ill/TA had SI the entire time, but I may switch him to GI because he doesn't have that end boost. My Ill/kin has GI . . . .
I find the continual re-casting of GI to be a real pain. But it uses a lot less endurance.