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Posted

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.

Posted

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 Controller
Build 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

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.

  • 2 weeks later
Posted
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 Controller
Build 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.

Posted (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

 

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Edited by TommyG
Fixed errors
Posted (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 by Area Man
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Posted

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.

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Posted (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 by Ringo
Posted
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.

Posted
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.

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Posted (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 by Riverdusk
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Posted
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.

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