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Archermonkey

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Hi all!  It's been a while since I've tried to make a really high-end Controller, so I thought I'd post here to get some feedback from y'all if you're so-inclined.  C&C very welcome.

 

Antikytherion - Hero Controller
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────

  • Primary powerset: Illusion Control
  • Secondary powerset: Radiation Emission
  • Pool powerset (#1): Sorcery
  • Pool powerset (#2): Fighting
  • Pool powerset (#3): Speed
  • Pool powerset (#4): Leaping
  • Epic powerset: Ice Mastery

──────────────────────────────

Powers taken:

Level 1: Blind

  • A: Gladiator's Javelin: Damage/Endurance/Recharge
  • 3: Ghost Widow's Embrace: Chance of Damage(Psionic)
  • 3: Neuronic Shutdown: Chance of Damage(Psionic)
  • 5: Nucleolus Exposure
  • 45: Lockdown: Chance for +2 Mag Hold

Level 1: Radiation Infection

  • A: Dark Watcher's Despair: To Hit Debuff
  • 5: Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance
  • 7: Dark Watcher's Despair: To Hit Debuff/Endurance
  • 7: Dark Watcher's Despair: To Hit Debuff/Recharge
  • 48: Touch of Lady Grey: Defense Debuff

Level 2: Radiant Aura

  • A: Preventive Medicine: Chance for +Absorb
  • 13: Preventive Medicine: Heal
  • 15: Preventive Medicine: Heal/Endurance
  • 15: Preventive Medicine: Endurance/RechargeTime
  • 17: Preventive Medicine: Heal/RechargeTime
  • 17: Preventive Medicine: Heal/RechargeTime/Endurance

Level 4: Mystic Flight

  • A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range
  • 19: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance
  • 19: Blessing of the Zephyr: Knockback Reduction (4 points)

Level 6: Accelerate Metabolism

  • A: Vesicle Exposure
  • 42: Vesicle Exposure

Level 8: Superior Invisibility

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 10: Enervating Field

  • A: Invention: Endurance Reduction
  • 21: Invention: Endurance Reduction

Level 12: Arcane Bolt

  • A: Thunderstrike: Accuracy/Damage
  • 21: Force Feedback: Chance for +Recharge
  • 23: Gladiator's Javelin: Chance of Damage(Toxic)
  • 50: Explosive Strike: Chance for Smashing Damage
  • 50: Thunderstrike: Accuracy/Damage/Endurance
  • 50: Thunderstrike: Damage/Endurance

Level 14: Kick

  • (Empty)

Level 16: Tough

  • A: Gladiator's Armor: TP Protection +3% Def (All)
  • 23: Steadfast Protection: Resistance/+Def 3%

Level 18: Phantom Army

  • A: Expedient Reinforcement: Accuracy/Recharge
  • 25: Expedient Reinforcement: Accuracy/Damage/Recharge
  • 25: Expedient Reinforcement: Endurance/Damage/Recharge
  • 27: Expedient Reinforcement: Accuracy/Damage
  • 27: Invention: Recharge Reduction
  • 29: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown

Level 20: Lingering Radiation

  • A: Pacing of the Turtle: Accuracy/Slow

Level 22: Spectral Terror

  • A: Superior Will of the Controller: Recharge/Chance for Psionic Damage
  • 29: Superior Will of the Controller: Accuracy/Control Duration
  • 31: Superior Will of the Controller: Control Duration/Recharge
  • 31: Superior Will of the Controller: Endurance/Recharge
  • 31: Superior Will of the Controller: Accuracy/Control Duration/Endurance
  • 33: Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge

Level 24: Choking Cloud

  • A: Basilisk's Gaze: Accuracy/Hold
  • 33: Basilisk's Gaze: Endurance/Recharge/Hold
  • 33: Basilisk's Gaze: Recharge/Hold
  • 34: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold

Level 26: Phantasm

  • A: Blood Mandate: Damage
  • 36: Blood Mandate: Accuracy/Damage
  • 36: Blood Mandate: Damage/Endurance
  • 36: Blood Mandate: Accuracy/Endurance
  • 37: Blood Mandate: Accuracy/Damage/Endurance
  • 37: Blood Mandate: Accuracy

Level 28: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 37: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 39: Shield Wall: Defense/Endurance
  • 39: Shield Wall: Defense

Level 30: Deceive

  • A: Coercive Persuasion : Confused/Endurance
  • 34: Coercive Persuasion : Contagious Confusion
  • 39: Coercive Persuasion : Confused
  • 40: Coercive Persuasion : Confused/Recharge
  • 40: Coercive Persuasion : Confused/Recharge/Accuracy
  • 40: Coercive Persuasion : Recharge/Accuracy

Level 32: Group Invisibility

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 34: Luck of the Gambler: Defense

Level 35: Ice Blast

  • A: Apocalypse: Chance of Damage(Negative)
  • 42: Apocalypse: Damage
  • 42: Apocalypse: Damage/Recharge
  • 43: Apocalypse: Damage/Recharge/Accuracy
  • 43: Apocalypse: Damage/Endurance
  • 45: Apocalypse: Recharge/Accuracy

Level 38: Frozen Armor

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 43: Unbreakable Guard: +Max HP
  • 45: Unbreakable Guard: Resistance/Endurance

Level 41: Hasten

  • A: Invention: Recharge Reduction
  • 46: Invention: Recharge Reduction

Level 44: Ice Storm

  • A: Ragnarok: Chance for Knockdown
  • 46: Ragnarok: Damage
  • 46: Ragnarok: Damage/Recharge
  • 48: Ragnarok: Damage/Recharge/Accuracy
  • 48: Ragnarok: Damage/Endurance

Level 47: Super Speed

  • A: Winter's Gift: Slow Resistance (20%)

Level 49: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed


──────────────────────────────

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
  • 9: Miracle: +Recovery
  • 9: Numina's Convalesence: +Regeneration/+Recovery

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 11: Performance Shifter: EndMod
  • 11: Power Transfer: EndMod
  • 13: Power Transfer: Chance to Heal Self

Level 47: Speed Phase


Level 4: Translocation


Level 12: Arcane Power

 

 

 

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  • No need to enhance the defense debuff in Radiation Infection.
  • Superior Invisibility needs end reduction.
  • I would take Spectral Wounds over Arcane Bolt. Even with fewer proc options and the heal back, the DPA is much higher.
  • In Phantom Army switch the recharge IO for Soulbound Allegience: Chance for Build Up
  • Slot Lingering Radiation with 1 acc IO and 2 recharge IOs. The slow is just a side benefit. You want this power up for the 500% -regen.
  • Slot Spectral Terror with Cloud Senses or Siphon Insight. You want to enhance the -tohit, not the fear.
  • Choking Cloud should be slotted with 2 or 3 end/hold IOs. It doesn't require accuracy or recharge.
  • Slot Phantasm with Expedient Reinforcement. It gets killed a lot.
  • Don't bother slotting Group Invisibility for defense. Half the defense suppresses in combat and the remainder is really small.
  • Slot Frozen Armor for defense, not resistance.
  • Recharge IOs in Hasten should be boosted to +5. Hasten should also be taken much sooner if you intend to exemp.
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You could rather easily remove the Damage IO in Ice Blast and use that slot elsewhere. You could also stick another damage proc in there. The 6-slot bonus isn't that useful. Your Ranged And AoE Def are higher than your Psi Def so those the far more likely value to get used. The amount of Psi melee in the game is honestly minute. I don't get the Chance for KD in PA. I don't think they do KB to begin with. They certainly don't do it at the level that Phantasm does. The Chance to Self Heal feels a bit wasted on a build with a self heal already. Sure, PA makes mitigation trivial, but you could easily add in more of it. I would add in Flash and skip on Group Invis. Move the IOs in Spectral Terror to Flash. 

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

"Downtime is for mortals. Debt is temporary. Fame is forever."

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2 hours ago, Uun said:
  • No need to enhance the defense debuff in Radiation Infection.
  • Superior Invisibility needs end reduction.
  • In Phantom Army switch the recharge IO for Soulbound Allegience: Chance for Build Up
  • Slot Spectral Terror with Cloud Senses or Siphon Insight. You want to enhance the -tohit, not the fear.
  • Slot Phantasm with Expedient Reinforcement. It gets killed a lot.
  • Don't bother slotting Group Invisibility for defense. Half the defense suppresses in combat and the remainder is really small.
  • Slot Frozen Armor for defense, not resistance.
  • Recharge IOs in Hasten should be boosted to +5. Hasten should also be taken much sooner if you intend to exemp.

All fantastic points, thank you!
 

2 hours ago, Uun said:
  • I would take Spectral Wounds over Arcane Bolt. Even with fewer proc options and the heal back, the DPA is much higher.

That's surprising!  I'm seeing what you mean, plus it can get me some extra Ranged/AoE defense by not worrying about procs.

 

2 hours ago, Uun said:
  • Slot Lingering Radiation with 1 acc IO and 2 recharge IOs. The slow is just a side benefit. You want this power up for the 500% -regen.

Does it really need to be recharging before the duration is up?

 

2 hours ago, Uun said:
  • Choking Cloud should be slotted with 2 or 3 end/hold IOs. It doesn't require accuracy or recharge.

This one was almost entirely for the set bonuses.

 

 

Thanks so much for the feedback, that helped tighten things up quite a lot.

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1 hour ago, Without_Pause said:

You could rather easily remove the Damage IO in Ice Blast and use that slot elsewhere. You could also stick another damage proc in there. The 6-slot bonus isn't that useful. Your Ranged And AoE Def are higher than your Psi Def so those the far more likely value to get used. The amount of Psi melee in the game is honestly minute.

Very valid, thanks!

 

1 hour ago, Without_Pause said:

I don't get the Chance for KD in PA. I don't think they do KB to begin with. They certainly don't do it at the level that Phantasm does.

That's because it's also a Chance for KD, not just KB->KD.  It means that they'll be doing soft controls with KD frequently, at least in theory.

 

1 hour ago, Without_Pause said:

The Chance to Self Heal feels a bit wasted on a build with a self heal already. Sure, PA makes mitigation trivial, but you could easily add in more of it. I would add in Flash and skip on Group Invis. Move the IOs in Spectral Terror to Flash. 

I did have Flash in the build initially, but I found that I just didn't really like it, mostly because it was up so rarely.  EM Pulse was better, but the End debuff was painful.

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1 hour ago, Archermonkey said:

That's because it's also a Chance for KD, not just KB->KD.  It means that they'll be doing soft controls with KD frequently, at least in theory.

Then that's terrible wording on the IOs part. PA essentially has a Taunt aura so I've never worried about them attacking something and the target then attacking me. They are immune, so the benefit seems small. 

Edited by Without_Pause

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

"Downtime is for mortals. Debt is temporary. Fame is forever."

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1 hour ago, Archermonkey said:

Does it really need to be recharging before the duration is up?

If you can do it, yes. Both the -regen and slow stack and it's a powerful tool against AVs. Maybe just go with 1 acc and 1 rech. In any case, the acc/slow piece you have slotted doesn't provide enough accuracy so at a minimum it should be replaced with an acc IO.

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I always slot my PA with the 4 exp reinf as you have it, but for the last 2 slots go with a soulbound Dam/Rech and soulbound BU proc.  It gets you to 95%+ damage and recharge, about 74% accuracy, as well as that amazing BU proc (which fires a ton in PA).   Also a bit of free +regen for the heck of it.

 

Phantom army is already taunting what they hit and they are invincible, so agree they don't really need the kd chance.  By the time the taunt wears off the enemy has probably long ago already stood back up, so it isn't protecting anything but the PA, which doesn't need protecting.  MUCH better to put that in phantasm that has the annoying knockback energy torrent cone. 

 

In phantasm I use 4 exp rein, the overwhelming KB to KD (as mentioned above), and an explosive strike proc.

 

RI I usually just throw 2 HO enzyme exposures in, they seem custom made as all 3 parts of the enhancement it gives are used.  I then use those slots elsewhere (to probably find better +rech opportunities). 

 

Edit: And agree on Flash.  I never take it on an illusion unless I really need it more as an IO set mule than finding it actually useful.  It is literally the worst AoE hold power in the game.  It is PBAoE and with an over 3 second animation time.  It is also unneeded with choking cloud on this particular build anyway.  Choking cloud usually holds most things about the same time flash finishes animating (not exaggerating since choking cloud tics every 2 seconds vs flash's 3 seconds animation). 

Edited by Riverdusk
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29 minutes ago, Riverdusk said:

RI I usually just throw 2 HO enzyme exposures in, they seem custom made as all 3 parts of the enhancement it gives are used.  I then use those slots elsewhere (to probably find better +rech opportunities).

Oooh, that's a really good point.  Thanks!

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After everyone's great advice, I've tweaked the build quite a lot and come up with this:

 

 

Antikytherion - Hero Controller
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────

  • Primary powerset: Illusion Control
  • Secondary powerset: Radiation Emission
  • Pool powerset (#1): Flight
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Fighting
  • Pool powerset (#4): Leaping
  • Epic powerset: Ice Mastery

──────────────────────────────

Powers taken:

Level 1: Blind

  • A: Basilisk's Gaze: Accuracy/Hold
  • 3: Basilisk's Gaze: Recharge/Hold
  • 3: Basilisk's Gaze: Endurance/Recharge/Hold
  • 5: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold

Level 1: Radiation Infection

  • A: Enzyme Exposure
  • 5: Enzyme Exposure

Level 2: Spectral Wounds

  • A: Superior Winter's Bite: Recharge/Chance for -Speed & -Recharge
  • 11: Superior Winter's Bite: Accuracy/Damage
  • 11: Superior Winter's Bite: Damage/RechargeTime
  • 13: Superior Winter's Bite: Accuracy/Damage/Endurance
  • 13: Superior Winter's Bite: Accuracy/Damage/Recharge
  • 15: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime

Level 4: Fly

  • A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range
  • 15: Blessing of the Zephyr: Knockback Reduction (4 points)
  • 50: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance

Level 6: Accelerate Metabolism

  • A: Vesicle Exposure
  • 17: Vesicle Exposure

Level 8: Superior Invisibility

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 17: Luck of the Gambler: Defense/Endurance

Level 10: Enervating Field

  • A: Invention: Endurance Reduction
  • 19: Invention: Endurance Reduction

Level 12: Radiant Aura

  • A: Preventive Medicine: Chance for +Absorb
  • 19: Preventive Medicine: Heal
  • 21: Preventive Medicine: Heal/Endurance
  • 21: Preventive Medicine: Endurance/RechargeTime
  • 23: Preventive Medicine: Heal/RechargeTime
  • 23: Preventive Medicine: Heal/RechargeTime/Endurance

Level 14: Hasten

  • A: Invention: Recharge Reduction
  • 25: Invention: Recharge Reduction

Level 16: Kick

  • (Empty)

Level 18: Phantom Army

  • A: Expedient Reinforcement: Accuracy/Recharge
  • 25: Expedient Reinforcement: Accuracy/Damage/Recharge
  • 27: Expedient Reinforcement: Endurance/Damage/Recharge
  • 27: Expedient Reinforcement: Accuracy/Damage
  • 29: Soulbound Allegiance: Chance for Build Up
  • 29: Soulbound Allegiance: Damage/Recharge

Level 20: Lingering Radiation

  • A: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge
  • 31: Ice Mistral's Torment: Endurance/Slow
  • 31: Ice Mistral's Torment: Damage/Recharge
  • 31: Ice Mistral's Torment: Accuracy/Damage/Endurance
  • 33: Ice Mistral's Torment: Chance for Cold Damage

Level 22: Spectral Terror

  • A: Dark Watcher's Despair: To Hit Debuff
  • 33: Dark Watcher's Despair: To Hit Debuff/Recharge
  • 33: Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance
  • 34: Dark Watcher's Despair: To Hit Debuff/Endurance
  • 34: Superior Overpowering Presence: RechargeTime/Energy Font
  • 34: Superior Overpowering Presence: Accuracy/Control Duration

Level 24: Choking Cloud

  • A: Superior Will of the Controller: Recharge/Chance for Psionic Damage
  • 36: Superior Will of the Controller: Accuracy/Control Duration
  • 36: Superior Will of the Controller: Control Duration/Recharge
  • 36: Superior Will of the Controller: Endurance/Recharge
  • 37: Superior Will of the Controller: Accuracy/Control Duration/Endurance
  • 37: Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge

Level 26: Phantasm

  • A: Expedient Reinforcement: Resist Bonus Aura for Pets
  • 37: Expedient Reinforcement: Accuracy/Recharge
  • 39: Expedient Reinforcement: Accuracy/Damage
  • 39: Expedient Reinforcement: Damage/Endurance
  • 39: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
  • 40: Explosive Strike: Chance for Smashing Damage

Level 28: Tough

  • A: Gladiator's Armor: TP Protection +3% Def (All)
  • 40: Steadfast Protection: Resistance/+Def 3%

Level 30: Deceive

  • A: Coercive Persuasion : Confused/Endurance
  • 40: Coercive Persuasion : Contagious Confusion
  • 42: Coercive Persuasion : Confused
  • 42: Coercive Persuasion : Confused/Recharge
  • 42: Coercive Persuasion : Confused/Recharge/Accuracy
  • 43: Coercive Persuasion : Recharge/Accuracy

Level 32: Hover

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 35: Ice Blast

  • A: Apocalypse: Chance of Damage(Negative)
  • 43: Apocalypse: Damage
  • 43: Apocalypse: Damage/Recharge
  • 45: Apocalypse: Damage/Recharge/Accuracy
  • 45: Apocalypse: Damage/Endurance

Level 38: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 45: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 46: Shield Wall: Defense/Endurance
  • 46: Shield Wall: Defense

Level 41: Frozen Armor

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 46: Unbreakable Guard: +Max HP
  • 48: Luck of the Gambler: Defense/Endurance

Level 44: Ice Storm

  • A: Ragnarok: Chance for Knockdown
  • 48: Ragnarok: Damage
  • 48: Ragnarok: Damage/Recharge
  • 50: Ragnarok: Damage/Recharge/Accuracy
  • 50: Ragnarok: Damage/Endurance

Level 47: Super Speed

  • A: Winter's Gift: Slow Resistance (20%)

Level 49: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed


──────────────────────────────

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
  • 7: Miracle: +Recovery
  • 7: Numina's Convalesence: +Regeneration/+Recovery

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 9: Performance Shifter: EndMod
  • 9: Power Transfer: EndMod

Level 47: Speed Phase


Level 4: Afterburner

 

 

Antikytherion - Controller (Illusion Control - Radiation Emission).mbd

Edited by Archermonkey
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  • 2 weeks later
3 hours ago, Ringo said:

My nitpick:

 

Why is Deceive so late?  It's a wonderful tool in Illusion's arsenal that you have put aside for twenty levels.  At the very least take Deceive where Kick is and move Kick and Tough back

 

That's changed in my most recent version!  It's now taken at level 10.

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