ryokoryu Posted October 3, 2023 Share Posted October 3, 2023 Ok so back a few years ago when I found Homecoming I made Guileful Djinn, an ill/poison troller whom I found immediately out of blue because of the extreme cost of trying to control and debuff so I remade him as an ill/rad and was only recently back after having not played since live I went on with it and it was my third 50. I had 2 goals with him, perma PA and perma AM and I figured the second of those would help the former and assumed I would be controlling packs of stuff with PA helping keep what wasn't controlled with my team beating things down. Like many who play this game I have crippling alt-a-holism and my first 2 50's took up a lot of my time as well. I hadn't touched Djinn since he was 50 and had another 50 and a lot of 30's when I left the game in frustration. I wanted an SG that did things, things like I-trials and TFs and I joined 1 that said they did that but then the leader just PLed alts all day every day and when I asked about doing those things he told me they did he bit my head off telling me how great the SG was and that I needed to join his PL teams with my alts instead. I left for a few years and I have been back for a few months now and having done a lot more alts and grasping some semblance of understanding I realised that my idea of illusions and the reality of the power set are not the same. I am BAD at building other than basic crafted IOs and that isn't good. Back in live I got to 50, basic IOed and had no idea the power of sets, I thought of sets as nice to have extras but not essential. So as I am looking and reading about illusion I realize that it isn't the role I had in mind when I made it and its 50 now and I have no idea what to do with ill/rad except that I know I still want perma PA and AM and I am told they are amazing single target av soloers. So I guess I would like to go there. My build is all over I have no sets yet except a full set of superior WOTC in choking cloud and I know I want hover/fly/Evasive. I am also a fan of not 3-sloting performance shifter but rather relying on the PS/PT procs there and the Panacea/miracle combo in health as I tend to get more end out of that combo that I have seen trying both on several builds on several toons. Link to comment Share on other sites More sharing options...
Warlawk Posted October 4, 2023 Share Posted October 4, 2023 Disclaimer, I am a casual player and far from an expert on controllers. I recently rebuilt my ill/rad troller to try out some new things. I primarily use this character to solo Adamastor for easy merits and sometimes take it for a spin through incarnate content when I feel the need. Previously I had used /Mace epic pool for the poison ray to get extra -res and switched it up to Levi for Water Spout to get some extra AoE when doing regular content. This doesn't seem to have increased my speed soloing Adamastor at all (takes roughly 2:20 to solo) and has improved clearing in regular content. Teleport target and teleport are just kind of there because I wanted to take them, they could be switched out for whatever you want as flex power picks. Hero ControllerBuild plan made with Mids' Reborn v3.6.6 rev. 3 ──────────────────────────────Primary powerset: Illusion ControlSecondary powerset: Radiation EmissionPool powerset (#1): FlightPool powerset (#2): SpeedPool powerset (#3): TeleportationPool powerset (#4): FightingEpic powerset: Leviathan Mastery ────────────────────────────── Powers taken: Level 1: BlindA: Thunderstrike: Accuracy/Damage/Endurance11: Apocalypse: Chance of Damage(Negative)11: Gladiator's Javelin: Chance of Damage(Toxic)13: Neuronic Shutdown: Chance of Damage(Psionic)13: Unbreakable Constraint: Chance for Smashing Damage15: Gladiator's Net: Chance of Damage(Lethal) Level 1: Radiant AuraA: Preventive Medicine: Heal5: Preventive Medicine: Heal/Endurance7: Preventive Medicine: Endurance/RechargeTime7: Preventive Medicine: Heal/RechargeTime9: Preventive Medicine: Heal/RechargeTime/Endurance9: Preventive Medicine: Chance for +Absorb Level 2: Radiation InfectionA: Dark Watcher's Despair: To Hit Debuff34: Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance48: Dark Watcher's Despair: Recharge/Endurance48: Dark Watcher's Despair: To Hit Debuff/Endurance Level 4: Accelerate MetabolismA: Synapse's Shock: EndMod/Increased Run Speed15: Synapse's Shock: Damage/Rechage17: Synapse's Shock: EndMod/Recharge17: Synapse's Shock: Damage/Recharge/Accuracy40: Synapse's Shock: Damage/Accuracy/Endurance Level 6: FlashA: Superior Will of the Controller: Accuracy/Control Duration42: Superior Will of the Controller: Control Duration/Recharge42: Superior Will of the Controller: Endurance/Recharge43: Superior Will of the Controller: Accuracy/Control Duration/Endurance43: Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge Level 8: Superior InvisibilityA: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 10: Enervating FieldA: Invention: Endurance Reduction Level 12: HoverA: Luck of the Gambler: Defense/Increased Global Recharge Speed50: Shield Wall: +Res (Teleportation), +5% Res (All)50: Reactive Defenses: Scaling Resist Damage Level 14: FlyA: Winter's Gift: Slow Resistance (20%) Level 16: Evasive ManeuversA: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 18: Phantom ArmyA: Soulbound Allegiance: Damage/Recharge/Accuracy19: Call to Arms: Accuracy/Damage/Recharge19: Expedient Reinforcement: Accuracy/Recharge21: Expedient Reinforcement: Endurance/Damage/Recharge21: Expedient Reinforcement: Accuracy/Damage/Recharge23: Soulbound Allegiance: Chance for Build Up Level 20: Lingering RadiationA: Ice Mistral's Torment: Endurance/Slow23: Ice Mistral's Torment: Damage/Recharge25: Ice Mistral's Torment: Chance for Cold Damage25: Ice Mistral's Torment: Accuracy/Damage/Endurance27: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge Level 22: Spectral TerrorA: Cloud Senses: Accuracy/ToHitDebuff33: Cloud Senses: Accuracy/Recharge33: Cloud Senses: Accuracy/Endurance/Recharge33: Cloud Senses: Chance for Negative Energy Damage Level 24: Choking CloudA: Basilisk's Gaze: Accuracy/Hold39: Basilisk's Gaze: Accuracy/Recharge39: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold39: Basilisk's Gaze: Endurance/Recharge/Hold Level 26: PhantasmA: Call to Arms: Accuracy/Recharge27: Call to Arms: Accuracy/Damage29: Call to Arms: Accuracy/Damage/Recharge31: Call to Arms: Endurance/Damage/Recharge31: Expedient Reinforcement: Accuracy/Damage/Recharge31: Expedient Reinforcement: Endurance/Damage/Recharge Level 28: HastenA: Invention: Recharge Reduction29: Invention: Recharge Reduction Level 30: Group InvisibilityA: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 32: EM PulseA: Unbreakable Constraint: Hold34: Unbreakable Constraint: Hold/Recharge34: Unbreakable Constraint: Hold/Recharge/Accuracy37: Unbreakable Constraint: Recharge/Accuracy40: Unbreakable Constraint: Hold/Endurance Level 35: Water SpoutA: Ragnarok: Damage36: Ragnarok: Chance for Knockdown36: Ragnarok: Damage/Recharge/Accuracy36: Ragnarok: Recharge/Accuracy37: Ragnarok: Damage/Endurance37: Bombardment: Accuracy/Recharge/Endurance Level 38: HibernateA: Panacea: Heal/Endurance40: Panacea: Endurance/Recharge43: Panacea: Heal/Recharge46: Panacea: Heal/Endurance/Recharge48: Panacea: Heal Level 41: Shark SkinA: Unbreakable Guard: Resistance42: Unbreakable Guard: Resistance/Endurance50: Unbreakable Guard: +Max HP Level 44: Summon CoralaxA: Call to Arms: Accuracy/Recharge45: Call to Arms: Accuracy/Damage/Recharge45: Call to Arms: Accuracy/Damage45: Expedient Reinforcement: Accuracy/Recharge46: Expedient Reinforcement: Accuracy/Damage/Recharge46: Expedient Reinforcement: Endurance/Damage/Recharge Level 47: Teleport TargetA: Blessing of the Zephyr: Knockback Reduction (4 points) Level 49: TeleportA: Jaunt: Endurance/Range ────────────────────────────── Inherents: Level 1: Containment Level 1: Brawl(Empty) Level 1: Sprint(Empty) Level 2: Rest(Empty) Level 1: Swift(Empty) Level 1: Hurdle(Empty) Level 1: HealthA: Panacea: +Hit Points/Endurance3: Miracle: +Recovery3: Numina's Convalesence: +Regeneration/+Recovery Level 1: StaminaA: Performance Shifter: EndMod5: Performance Shifter: Chance for +End Level 14: Afterburner Controller (Illusion Control - Radiation Emission).mbd Numpad binds for Masterminds - A collection of Farming focused builds - MM /Time guide for all primaries @Zen Warlawk on Indomitable, @Warlawk#1697 in discord. Currently struggling with mostly recovered from health problems. Gaming time nonexistent inconsistent. Link to comment Share on other sites More sharing options...
ryokoryu Posted October 16, 2023 Author Share Posted October 16, 2023 On 10/4/2023 at 8:35 AM, Warlawk said: Disclaimer, I am a casual player and far from an expert on controllers. I recently rebuilt my ill/rad troller to try out some new things. I primarily use this character to solo Adamastor for easy merits and sometimes take it for a spin through incarnate content when I feel the need. Previously I had used /Mace epic pool for the poison ray to get extra -res and switched it up to Levi for Water Spout to get some extra AoE when doing regular content. This doesn't seem to have increased my speed soloing Adamastor at all (takes roughly 2:20 to solo) and has improved clearing in regular content. Teleport target and teleport are just kind of there because I wanted to take them, they could be switched out for whatever you want as flex power picks. Hero ControllerBuild plan made with Mids' Reborn v3.6.6 rev. 3 ────────────────────────────── Primary powerset: Illusion Control Secondary powerset: Radiation Emission Pool powerset (#1): Flight Pool powerset (#2): Speed Pool powerset (#3): Teleportation Pool powerset (#4): Fighting Epic powerset: Leviathan Mastery ────────────────────────────── Powers taken: Level 1: Blind A: Thunderstrike: Accuracy/Damage/Endurance 11: Apocalypse: Chance of Damage(Negative) 11: Gladiator's Javelin: Chance of Damage(Toxic) 13: Neuronic Shutdown: Chance of Damage(Psionic) 13: Unbreakable Constraint: Chance for Smashing Damage 15: Gladiator's Net: Chance of Damage(Lethal) Level 1: Radiant Aura A: Preventive Medicine: Heal 5: Preventive Medicine: Heal/Endurance 7: Preventive Medicine: Endurance/RechargeTime 7: Preventive Medicine: Heal/RechargeTime 9: Preventive Medicine: Heal/RechargeTime/Endurance 9: Preventive Medicine: Chance for +Absorb Level 2: Radiation Infection A: Dark Watcher's Despair: To Hit Debuff 34: Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance 48: Dark Watcher's Despair: Recharge/Endurance 48: Dark Watcher's Despair: To Hit Debuff/Endurance Level 4: Accelerate Metabolism A: Synapse's Shock: EndMod/Increased Run Speed 15: Synapse's Shock: Damage/Rechage 17: Synapse's Shock: EndMod/Recharge 17: Synapse's Shock: Damage/Recharge/Accuracy 40: Synapse's Shock: Damage/Accuracy/Endurance Level 6: Flash A: Superior Will of the Controller: Accuracy/Control Duration 42: Superior Will of the Controller: Control Duration/Recharge 42: Superior Will of the Controller: Endurance/Recharge 43: Superior Will of the Controller: Accuracy/Control Duration/Endurance 43: Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge Level 8: Superior Invisibility A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 10: Enervating Field A: Invention: Endurance Reduction Level 12: Hover A: Luck of the Gambler: Defense/Increased Global Recharge Speed 50: Shield Wall: +Res (Teleportation), +5% Res (All) 50: Reactive Defenses: Scaling Resist Damage Level 14: Fly A: Winter's Gift: Slow Resistance (20%) Level 16: Evasive Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 18: Phantom Army A: Soulbound Allegiance: Damage/Recharge/Accuracy 19: Call to Arms: Accuracy/Damage/Recharge 19: Expedient Reinforcement: Accuracy/Recharge 21: Expedient Reinforcement: Endurance/Damage/Recharge 21: Expedient Reinforcement: Accuracy/Damage/Recharge 23: Soulbound Allegiance: Chance for Build Up Level 20: Lingering Radiation A: Ice Mistral's Torment: Endurance/Slow 23: Ice Mistral's Torment: Damage/Recharge 25: Ice Mistral's Torment: Chance for Cold Damage 25: Ice Mistral's Torment: Accuracy/Damage/Endurance 27: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge Level 22: Spectral Terror A: Cloud Senses: Accuracy/ToHitDebuff 33: Cloud Senses: Accuracy/Recharge 33: Cloud Senses: Accuracy/Endurance/Recharge 33: Cloud Senses: Chance for Negative Energy Damage Level 24: Choking Cloud A: Basilisk's Gaze: Accuracy/Hold 39: Basilisk's Gaze: Accuracy/Recharge 39: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold 39: Basilisk's Gaze: Endurance/Recharge/Hold Level 26: Phantasm A: Call to Arms: Accuracy/Recharge 27: Call to Arms: Accuracy/Damage 29: Call to Arms: Accuracy/Damage/Recharge 31: Call to Arms: Endurance/Damage/Recharge 31: Expedient Reinforcement: Accuracy/Damage/Recharge 31: Expedient Reinforcement: Endurance/Damage/Recharge Level 28: Hasten A: Invention: Recharge Reduction 29: Invention: Recharge Reduction Level 30: Group Invisibility A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 32: EM Pulse A: Unbreakable Constraint: Hold 34: Unbreakable Constraint: Hold/Recharge 34: Unbreakable Constraint: Hold/Recharge/Accuracy 37: Unbreakable Constraint: Recharge/Accuracy 40: Unbreakable Constraint: Hold/Endurance Level 35: Water Spout A: Ragnarok: Damage 36: Ragnarok: Chance for Knockdown 36: Ragnarok: Damage/Recharge/Accuracy 36: Ragnarok: Recharge/Accuracy 37: Ragnarok: Damage/Endurance 37: Bombardment: Accuracy/Recharge/Endurance Level 38: Hibernate A: Panacea: Heal/Endurance 40: Panacea: Endurance/Recharge 43: Panacea: Heal/Recharge 46: Panacea: Heal/Endurance/Recharge 48: Panacea: Heal Level 41: Shark Skin A: Unbreakable Guard: Resistance 42: Unbreakable Guard: Resistance/Endurance 50: Unbreakable Guard: +Max HP Level 44: Summon Coralax A: Call to Arms: Accuracy/Recharge 45: Call to Arms: Accuracy/Damage/Recharge 45: Call to Arms: Accuracy/Damage 45: Expedient Reinforcement: Accuracy/Recharge 46: Expedient Reinforcement: Accuracy/Damage/Recharge 46: Expedient Reinforcement: Endurance/Damage/Recharge Level 47: Teleport Target A: Blessing of the Zephyr: Knockback Reduction (4 points) Level 49: Teleport A: Jaunt: Endurance/Range ────────────────────────────── Inherents: Level 1: Containment Level 1: Brawl (Empty) Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 1: Swift (Empty) Level 1: Hurdle (Empty) Level 1: Health A: Panacea: +Hit Points/Endurance 3: Miracle: +Recovery 3: Numina's Convalesence: +Regeneration/+Recovery Level 1: Stamina A: Performance Shifter: EndMod 5: Performance Shifter: Chance for +End Level 14: Afterburner Controller (Illusion Control - Radiation Emission).mbd 42.53 kB · 6 downloads ok so I literally got zero alerts with your reply so sorry for the late thank you. 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Doomguide2005 Posted October 17, 2023 Share Posted October 17, 2023 3 hours ago, ryokoryu said: ok so I literally got zero alerts with your reply so sorry for the late thank you. I haven't opened up the build in Mids but I'd say that looks like a very solid build by @Warlawk Link to comment Share on other sites More sharing options...
TommyG Posted October 17, 2023 Share Posted October 17, 2023 (edited) This is what I am currently using on my Ill/Rad troller. This is someone else's build I found and just made very slight changes to, unfortunately I don't remember exactly where I found it so I can't @ them for credit. There are a few things I would change now that I am more familiar with the character but they are rather small. It has softcapped S/L/E and about 40% range defense as well as perma PA/AM. It solos AV's very well and can solo Monsters rather effectively too. It plays well in groups with its debuffs and ST mass fear, and if things are going south the massive recharge allows RA to come back very quickly for group heals. This build is slightly older and honestly after spending a lot of time on the character I think it would be safe to drop a lot of the defenses if you wanted to play around with it some. With the -tohit of Rad Field and the -dam of Enervating Field, perma PA, and spectral terror its probably not really necessary to focus so much on them but it plays well enough that I haven't felt it necessary to take back to the drawing board as it does everything I was looking for in my Ill/Rad - which was mostly just solo AV's at +4 lol. The fact its helpful on teams is really just a bonus (Except on ITF's because Rommy does not respond well to the anchors) Hero Controller Build plan made with Mids' Reborn v3.6.6 rev. 3 ────────────────────────────── Primary powerset: Illusion ControlSecondary powerset: Radiation EmissionPool powerset (#1): SpeedPool powerset (#2): FlightPool powerset (#3): FightingPool powerset (#4): LeadershipEpic powerset: Mace Mastery ────────────────────────────── Powers taken: Level 1: Blind A: Unbreakable Constraint: Chance for Smashing Damage43: Unbreakable Constraint: Hold/Endurance46: Unbreakable Constraint: Recharge/Accuracy46: Unbreakable Constraint: Hold/Recharge/Accuracy46: Unbreakable Constraint: Hold/Recharge50: Apocalypse: Chance of Damage(Negative) Level 1: Radiant Aura A: Doctored Wounds: Recharge37: Doctored Wounds: Heal40: Doctored Wounds: Heal/Endurance/Recharge40: Doctored Wounds: Heal/Recharge43: Doctored Wounds: Heal/Endurance Level 2: Spectral Wounds A: Apocalypse: Damage34: Apocalypse: Damage/Endurance36: Apocalypse: Recharge/Accuracy37: Apocalypse: Damage/Recharge/Accuracy37: Apocalypse: Damage/Recharge Level 4: Deceive A: Coercive Persuasion : Contagious Confusion13: Coercive Persuasion : Confused17: Coercive Persuasion : Confused/Endurance23: Coercive Persuasion : Recharge/Accuracy34: Coercive Persuasion : Confused/Recharge/Accuracy34: Coercive Persuasion : Confused/Recharge Level 6: Accelerate Metabolism A: Efficacy Adaptor: EndMod/Endurance7: Efficacy Adaptor: EndMod/Accuracy7: Efficacy Adaptor: Accuracy/Recharge9: Efficacy Adaptor: EndMod/Accuracy/Recharge15: Efficacy Adaptor: EndMod/Recharge17: Efficacy Adaptor: EndMod Level 8: Superior Invisibility A: Luck of the Gambler: Defense/Increased Global Recharge Speed9: Luck of the Gambler: Defense/Endurance50: Shield Wall: +Res (Teleportation), +5% Res (All) Level 10: Radiation Infection A: Dark Watcher's Despair: Chance for Recharge Slow11: Dark Watcher's Despair: To Hit Debuff/Endurance11: Dark Watcher's Despair: Recharge/Endurance15: Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance Level 12: Hasten A: Invention: Recharge Reduction13: Invention: Recharge Reduction Level 14: Fly A: Winter's Gift: Slow Resistance (20%) Level 16: Enervating Field A: Invention: Endurance Reduction Level 18: Phantom Army A: Expedient Reinforcement: Endurance/Damage/Recharge19: Expedient Reinforcement: Accuracy/Recharge19: Expedient Reinforcement: Accuracy/Damage/Recharge21: Expedient Reinforcement: Accuracy/Damage21: Soulbound Allegiance: Chance for Build Up23: Invention: Damage Increase Level 20: Lingering Radiation A: Pacing of the Turtle: Accuracy/Slow Level 22: Boxing (Empty) Level 24: Tough A: Gladiator's Armor: TP Protection +3% Def (All)25: Steadfast Protection: Resistance/+Def 3%25: Steadfast Protection: Knockback Protection Level 26: Spectral Terror A: Superior Will of the Controller: Recharge/Chance for Psionic Damage27: Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge27: Superior Will of the Controller: Accuracy/Control Duration/Endurance31: Superior Will of the Controller: Accuracy/Control Duration31: Superior Will of the Controller: Control Duration/Recharge31: Superior Will of the Controller: Endurance/Recharge Level 28: Weave A: Luck of the Gambler: Defense/Increased Global Recharge Speed29: Luck of the Gambler: Defense/Endurance29: Invention: Defense Buff Level 30: Hover A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 32: Phantasm A: Expedient Reinforcement: Accuracy/Recharge33: Expedient Reinforcement: Accuracy/Damage33: Expedient Reinforcement: Accuracy/Damage/Recharge33: Expedient Reinforcement: Endurance/Damage/Recharge47: Sudden Acceleration: Knockback to Knockdown Level 35: Scorpion Shield A: Luck of the Gambler: Defense/Increased Global Recharge Speed36: Luck of the Gambler: Defense/Endurance36: Invention: Defense Buff Level 38: Poisonous Ray A: Decimation: Chance of Build Up39: Decimation: Accuracy/Damage/Recharge39: Decimation: Accuracy/Endurance/Recharge39: Decimation: Damage/Recharge40: Decimation: Damage/Endurance Level 41: Disruptor Blast A: Ragnarok: Chance for Knockdown42: Ragnarok: Damage/Endurance42: Ragnarok: Recharge/Accuracy42: Ragnarok: Damage/Recharge/Accuracy43: Ragnarok: Damage/Recharge Level 44: Flash A: Basilisk's Gaze: Chance for Recharge Slow45: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold45: Basilisk's Gaze: Accuracy/Hold45: Basilisk's Gaze: Endurance/Recharge/Hold Level 47: Summon Tarantula A: Expedient Reinforcement: Accuracy/Recharge48: Expedient Reinforcement: Accuracy/Damage48: Expedient Reinforcement: Accuracy/Damage/Recharge48: Expedient Reinforcement: Endurance/Damage/Recharge Level 49: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed ────────────────────────────── Inherents: Level 1: Containment Level 1: Brawl (Empty) Level 1: Sprint A: Celerity: +Stealth Level 2: Rest (Empty) Level 2: Swift (Empty) Level 2: Hurdle (Empty) Level 2: Health A: Panacea: +Hit Points/Endurance5: Miracle: +Recovery5: Numina's Convalesence: +Regeneration/+Recovery Level 2: Stamina A: Performance Shifter: Chance for +End3: Performance Shifter: EndMod3: Performance Shifter: EndMod/Accuracy Level 14: Afterburner Level 1: Prestige Power Dash (Empty) Level 1: Prestige Power Slide (Empty) Level 1: Prestige Power Quick (Empty) Level 1: Prestige Power Rush (Empty) Level 1: Prestige Power Surge (Empty) Level 4: Ninja Run ────────────────────────────── Accolades: Portal JockeyThe Atlas Medallion ────────────────────────────── Incarnates: Agility Core Paragon G1NqACwK7DbihKCOapUpM+jLcyNIW6tSdgm0G5bqJPUpvZywJ8yczan81JKTG7ujL9DBN5UVckgxOdLmB/TkCcUViIipalW1hu5DtHuXn7qQW4Erjb38pUmBou7y0TInXISOUzjuXTA2wl7Z2dRSJmH/L5TSXCRxhzCtC4kyxGHtDG2Heg8qoEDIIPEqEhmToSsOXD9Wq34OSKA0jTjK34NhkfegQty/F9haChPX/nICIBsT8DwqhdO3dl0C2CHVpQAliAQ8Dl3O88SZs8dxkXiwQpqXwnkBmbsi9XthjuFagY8O3Cm5QSVLfQILtLYDGv93HNwSiF9peFPKIxjg546I34ie+uGq4b/0zZ3I4BAGnpCcU907gOLZGK0ya4JUJFdfbzJbY8GAwIcTBLDOgj0yzIpMoI3L/N8GJirIvpj67tKC3ZfPf2eKBUX5E3OPBe/AAHfS0KbPJKw1Rfzk+8yg8HJVnvKy12VuZbCS36J2b74Iv2Aqnp2e4dD4LRb976EeL5bjxGjdH5wNc445qOr6Ven/ptyBBel3kHdQPVYVEK9Uc1f5XblUxHq3mn01uSAP6mfW/T411yew6MtMYfZWlZ3x0OV9Wv1BTvQeNYsqMLtTnG3yCYpwa6gsTfsfIk8wxcQKO5/WpC6qdThpAWJJUUVAexYtFpzsHiFB3jwAUcGRxRl3wGaF5K51iHnlaxPuoldGsHa/XuXtHqvbZMuH/Q02Ur0BE4y9BT4Wd2qo02ZDa19lonOt5v13aUHCdxwchMoDLb/sQqEHwC6lA02tY17BW5gNJZwkM450jmDSsaPyJ1aXO+cy0zrH0GE/YUW41nbu1VH/hgCDI1VzM0EBX0PFCDY57PuxwQtfYzJ4HwSxbnrOfhrtbKP3vIRKBorDFRiFIG1Qt1Y10dOhNjAdKGtTu5wgbyKQ+Jl8fAKWAoFTIE+IG7FccxzlVsOdw7VbqNvGhcrdhJVamK9U61eTclsaA8gDqyfgndwUmS2bBmSxxORmoIfBkiaG6qrHdTpnD2lQuUMOj2dzrQwFRjV0nARHNc+7eLEgDiySIDf53YNiTLbN0UH5wFoz9cvKM0PqtJHICgJ9OlYImnlQsOlrH7icGflTQ5EGa+1QBAfBMafwaMdbPfmlO1ybgr+8SdAbsb9hYdkyYje615ILaVS1qeUYdt1pbJvUcIwIUoUgGCszaQAa1RZkbKewwdxSD0i4YJLD1I6IUL7RnWTbk70mo3/5JNBwQxuDeSYJXnuc5xe52wk2Oezg5VKXd33Dy191POpjne/b9iN0SuJeVfh1aNc9736Z8EFw0bGrnA7aL8k34s3bB5gACB5yeB6utw2VoTEFWDfzsTgdRC0zGrDCtGVBQQPAmwEYqokTS15MvEHxPCr6Fv1jUAQ7j145seAvl5s2a8MSYsUiiHvo0aTpZ0IYfpk3ZmTd4Vtt6I3tFiRHOMoRCu3Bx4Bmjcw6PLBMeLURivV/eIioa8luf8VRLZm0FwRsIaFeX23s5y3hSq3TLG9ERPLsKwr9MF/VH8tV1sHptJ1BIxMRXeVwRmeA6kY9QKxd6+hlC6A53dM5fJxIfYNauSxJgccYf1C3F8u2wt1ccoWjXAFcs3i+ckEFo5jAzUu4bM+zONliXKaaim2NUhc0akT7JMNLVVLGo/TxkoGZNrrEOrhVMemMyfraQNTIVvfWb6BrbAVP5ecNZfanMAb6QPB0J7CfN03vEW/Gnsh2nCjyECQG6augdFYQ/XbWSDuTBvUjaQSTPgXYMhlLid4MoLC+pt+Uf/Rdsb+hVmiHyldMMlf8bYDngoCW6jJfEn/MnMW8KbHA2gdvBCcJyhKFzpJM3FeqvucqMpeMFjPuu+xt9Bx0J3hakLJYMygofGglvaB50rN+bBKdOy0As/KOXRggtfx+EU2DfeZI3eKr0lQev45w99HCPJNQD5JstwpH2+GWQbuS22WOs64JUXk7VyYAg2zDHPOUPdSEHu10QSRIHC7r7N/eIt6RDqlezyHqLNwvBpFXn+5hBG8T6Rw7sRjXFfIWJ0csY+IXQAjpQGtavnYcxy66kpPGEJJuyU2fAt0IGVsP8Q+F9aTBa9IF+aouNdXjAIuFW+620qWRl4ilArwVz3+oXiH6b5R93iXL8baQnG4k+eaDpAgxkfLTaTDXbmB34RkC57hbQQZI4pz3/2iBHk7Xws9M6uVdfX3e8LZzgFyD/uvUDq+CABLG1cpcXYw2UiqgbUPL8aBoEnQukOLtbSZ2KoIV9GjBlGfhovHzOFjppfu0Bdck6NCCALmnL17wUFXbWomVBXHNdRbHN5ji93LiIHBzsHVAdc5t6CjArwzTzOsWWfJVkzzkboPTcIUv181SnRw/dhq1yPR7x4dxl2usn1Ctmq5j4l+Z/JO9Ea6IhB85/ZAL/N6b/MqFtahQt4r0BrbJsKiZ9T/lGBoHPGjzeYVcKTA/70rluHtee+XM5shGTrsxLiNNsc1Xur85+XlMTn9bWIoJVfS578bbzdxbueDu+H9fz8gYQj1PqCTCcV+2Dw== Edited October 17, 2023 by TommyG Fixed errors Link to comment Share on other sites More sharing options...
Area Man Posted October 24, 2023 Share Posted October 24, 2023 (edited) I'm a little late to this party, but I know a bit about the Illusion/Radiation build. Back on the Live forums, I wrote the most viewed build-specific guide on the forums, "A Local Guide to the Illusion/Radiation Controller." Here's the Guide: https://web.archive.org/web/20120905042613/http://boards.cityofheroes.com/showthread.php?t=141225 That guide goes into a LOT of details on the powers, synergy and strategy for playing an Ill/Rad. The IO builds I had in that guide are somewhat out of date, as there are a bunch of new IO sets available, some of which can add more Recharge. However, just about everything else still applies. I do NOT recommend Choking Cloud for an Ill/Rad -- for the most part, an Ill/Rad should stay out of melee and avoid aggro, maximizing use of stealth and distraction. Let PA and Phanty grab the aggro, while you stay at range and use your attack chain of Blind-SW-Blast-SW to take down low level foes before focusing on the tougher ones. (As I explain in the guide, that's the best way to maximize the benefits of Illusory Damage from Spectral Wounds and Phanty's Decoy.) I also avoid the Fighting Pool. In my build, I skipped Group Invis, Choking Cloud and Fallout. Choking Cloud is a toggle hold that only works some of the time, while drawing aggro from foes not held. It works best with another PB-AoE toggle that combines control effects to get better results. It is a key power for an Ice/Rad or Fire/Rad, both of which have that PB-AoE toggle (Arctic Air and Hot Feet). Edited October 24, 2023 by Area Man 1 Link to comment Share on other sites More sharing options...
Riverdusk Posted October 25, 2023 Share Posted October 25, 2023 Always loved your guides back in the day Area Man, but have to disagree with you on choking cloud. Love the power myself. It holds things generally very easily and quickly in my experience. I also find it actually much more useful and effective than flash (imo horrible power with its horrible animation time that I rarely ever take on an illusion controller). I think flash might be the worst AoE click hold power of any controller with it being both melee and considering its animation time. In the 3 seconds that flash takes to cast choking cloud usually does its thing in about the same time period (as it tics every 2 seconds) with zero animation time, and continues to work again and again as opposed to once every minute or two. I also personally tend toward an AoE attack power in the epic pools to give illusion some AoE capability. Choking cloud is one of the few fairly reliable always available ways to set up AoE containment on an illusion controller. Cast spectral terror and phantom army to make it safe (or much safer anyway), run in, wait a couple of seconds, and then let loose for some nice contained AoE damage on the majority of a mob with a fireball, or ball lightning, or fissure, psi tornado, etc. All of which tend to do pretty poor damage if you don't have things contained. I also like that it can act as its own sort of almost automatic "melee defense". Even if I am trying to stay out of melee, if things do get too close they tend to fairly quickly get held without me having to do a thing, instead of them trying to bop me over the head while I try to quickly switch targets to hold/confuse them or even worse if a bunch of things suddenly rush me. To each their own though of course and their own playstyle. Maybe a good 'hover blast' strategy or if you are only soloing small groups or have the right teammates to help protect you and do all the AoE for you all would potentially make it less useful. 1 1 Link to comment Share on other sites More sharing options...
Ringo Posted October 26, 2023 Share Posted October 26, 2023 (edited) I usually grab Flash to slot IO sets, but I have learned to leave it off my power bar. If there's a situation where I think "AoE hold would really turn the tide right now!" that may be true with other control sets, but using Flash gets me killed 99% of the time. Better to run away than use Flash Edited October 26, 2023 by Ringo Link to comment Share on other sites More sharing options...
Area Man Posted October 29, 2023 Share Posted October 29, 2023 On 10/25/2023 at 4:51 PM, Riverdusk said: Always loved your guides back in the day Area Man, but have to disagree with you on choking cloud. Love the power myself. It holds things generally very easily and quickly in my experience. I also find it actually much more useful and effective than flash (imo horrible power with its horrible animation time that I rarely ever take on an illusion controller). I think flash might be the worst AoE click hold power of any controller with it being both melee and considering its animation time. In the 3 seconds that flash takes to cast choking cloud usually does its thing in about the same time period (as it tics every 2 seconds) with zero animation time, and continues to work again and again as opposed to once every minute or two. I also personally tend toward an AoE attack power in the epic pools to give illusion some AoE capability. Choking cloud is one of the few fairly reliable always available ways to set up AoE containment on an illusion controller. Cast spectral terror and phantom army to make it safe (or much safer anyway), run in, wait a couple of seconds, and then let loose for some nice contained AoE damage on the majority of a mob with a fireball, or ball lightning, or fissure, psi tornado, etc. All of which tend to do pretty poor damage if you don't have things contained. I also like that it can act as its own sort of almost automatic "melee defense". Even if I am trying to stay out of melee, if things do get too close they tend to fairly quickly get held without me having to do a thing, instead of them trying to bop me over the head while I try to quickly switch targets to hold/confuse them or even worse if a bunch of things suddenly rush me. To each their own though of course and their own playstyle. Maybe a good 'hover blast' strategy or if you are only soloing small groups or have the right teammates to help protect you and do all the AoE for you all would potentially make it less useful. Here's my reasoning: 1) Choking Cloud is a PB AoE high endurance toggle which has a moderate chance to hold minions, and a lower chance to hold Lts., with no chance to hold bosses unless you happen to stack it with Blind. It also doesn't hold long enough to re-apply the hold UNLESS you slot at least 3 hold enhancements, so to effectively use it, you need 3 Hold, 3 EndRdx (or their IO equivalent). Frankly, Choking Cloud isn't all that effective unless it is paired with another PB AoE toggle (like Arctic Air or Hot Feet). It may hold a few minions, but only for a few seconds, while using a LOT of Endurance. In the guide, I went through all the numbers and why it needs to be fully slotted to be effective. 2) I play my Ill/Rad from range. The only powers that are in melee are (a) Choking Cloud, (b) Flash, and (c) EM Pulse. Both Flash and EM Pulse have long cool-downs -- so you can effectively run into melee invisible, fire them off, and then out of melee. Stealth is a key element of leading Phanty and Phantom Army into the fight. Once they engage and draw the aggro, then I back out and from range take down the minions, then Lts, one by one using my attack chain of Blind-SW-AP Blast-SW. Then the Pets can focus on the tougher foes and I can finally use my attack chain on those tougher foes while the pets hold their aggro. As I explain in the guide, the best way to maximize your damage with the illusory damage from SW and Phanty's Decoy is to take down the easiest foes first before they have time to heal back. (3) Choking Cloud ruins Stealth. So the strategy of leading pets into melee using stealth is destroyed by using Choking Cloud. The strategy of letting others and my pets grab aggro while invisible is destroyed by Choking Cloud because Choking Cloud draws aggro from any foes not held. The opportunity to run in and pop Flash or EM Pulse while invisible is ruined by Choking Cloud. By the way, Flash's long animation doesn't matter if you are invisible. I don't use Flash all that often, but it can be useful in the right situation, especially since Illusion lacks much AoE control. If you stack Flash and EM Pulse, you hold bosses. So, I skip Choking Cloud on my Ill/Rad and save those slots to put in other powers. I understand the appeal of the power, as I love it on my Ice/Rad and Fire/Rad, but on my Ill/Rad, it doesn't fit my playstyle. Link to comment Share on other sites More sharing options...
Area Man Posted October 29, 2023 Share Posted October 29, 2023 On 10/25/2023 at 11:16 PM, Ringo said: I usually grab Flash to slot IO sets, but I have learned to leave it off my power bar. If there's a situation where I think "AoE hold would really turn the tide right now!" that may be true with other control sets, but using Flash gets me killed 99% of the time. Better to run away than use Flash If you run into melee Invisible, pop Flash, then run out and duck behind Phantasm (with his knockback) and/or Phantom Army with their taunt, then the few minions and Lts. who were not held usually won't come after you. It is something I don't use often, but it has occasional effective uses. 1 Link to comment Share on other sites More sharing options...
Riverdusk Posted October 30, 2023 Share Posted October 30, 2023 (edited) 23 hours ago, Area Man said: It also doesn't hold long enough to re-apply the hold UNLESS you slot at least 3 hold enhancements, so to effectively use it, you need 3 Hold, 3 EndRdx (or their IO equivalent). Was confused by this until I looked at your guide again and I see the discrepancy. Your guide is saying it checks for the hold every 5 seconds, City of Data says its "activate period" is 2 seconds. My understanding from City of Data is that "activate period" is how often a power "tics". So, unless I'm misunderstanding something that'd be a big difference and I agree it wouldn't be as good if it only checks every 5 seconds instead of 2. Although I still think I'd find it more useful than flash. Will try to test and confirm how often it checks when I get a chance. https://cod.uberguy.net/html/power.html?power=controller_buff.radiation_emission.choking_cloud&at=controller Oh, your guide also states you wouldn't want phantasm around while running choking cloud because of his knockback knocks things out of the cloud. That of course is something that has changed since the 'old days' as I always stick an overwhelming force kb to kd IO in phantasm now a days. Edit and update: I didn't use a stopwatch or anything, but a quick test and just from doing a simple watching of the combat log it seems like it checks pretty close to every 2 seconds to me. At least I'll get the "you hold <x> with your choking cloud" messages every 2 seconds or so over and over again for the same mobs. Maybe they changed the tic time from what it was before and improved it. Edited October 30, 2023 by Riverdusk 1 Link to comment Share on other sites More sharing options...
Area Man Posted October 31, 2023 Share Posted October 31, 2023 4 hours ago, Riverdusk said: Was confused by this until I looked at your guide again and I see the discrepancy. Your guide is saying it checks for the hold every 5 seconds, City of Data says its "activate period" is 2 seconds. My understanding from City of Data is that "activate period" is how often a power "tics". So, unless I'm misunderstanding something that'd be a big difference and I agree it wouldn't be as good if it only checks every 5 seconds instead of 2. Although I still think I'd find it more useful than flash. Will try to test and confirm how often it checks when I get a chance. https://cod.uberguy.net/html/power.html?power=controller_buff.radiation_emission.choking_cloud&at=controller Oh, your guide also states you wouldn't want phantasm around while running choking cloud because of his knockback knocks things out of the cloud. That of course is something that has changed since the 'old days' as I always stick an overwhelming force kb to kd IO in phantasm now a days. Edit and update: I didn't use a stopwatch or anything, but a quick test and just from doing a simple watching of the combat log it seems like it checks pretty close to every 2 seconds to me. At least I'll get the "you hold <x> with your choking cloud" messages every 2 seconds or so over and over again for the same mobs. Maybe they changed the tic time from what it was before and improved it. Maybe the power has changed since Live -- I know that Arctic Air was substantially improved, but I haven't checked and compared the numbers on Choking Cloud. Still, that does not affect the other points I made -- that I prefer to stay out of melee, and it ruins Stealth while drawing aggro. Link to comment Share on other sites More sharing options...
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