Local_Man

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  1. Local_Man

    Static Field

    Quote:
    Originally Posted by Smoking Baby View Post
    I get the feeling the OP is tip-toeing on saying the power is too powerful and I'm just going to nip that in the bud right now.

    The power is more like Earthquake than ST and Earthquake is very good at what it does.

    The set is very much like Earth Control in that it's a low damage set that is very good at locking mobs down. It's probably the first set I've actually bothered locking down mobs rather than trying to do damage post-ED.

    The power is fine, the set is fine. It's powerful controls are balanced by the fact that the set does almost no damage by itself.

    I already ran into one person claiming the set was OP right out the gate and going on and on about an incoming nerf as if there aren't other sets capable of locking everything down. Now I don't know if the OP was going there, but it sure feels like it, so I say play the toon solo, and see if you think it's too powerful.

    I haven't really compared numbers or anything but I'm fairly certain this set has the lowest damage of any controller set in the game.
    The main reason I compared it to Spooky over EQ was that EQ foes can sometimes, on their own, stand up and take a shot at you. That does not seem to be true with Spooky or Static Field.

    I suspect that Ice has lower damage. Earth is probably pretty comparable.

    Comparing damage in the Elec vs. Ice sets: Single target Immob, single target hold, AoE Immob, AoE Hold are all the same. PB AoE aura does no damage in either set, but Arctic Air does confuse, adding some minimal damage. Control patch (Ice Slick vs Static Field), no damage. Elec has the ranged chaining confuse vs Ice's ranged Slow cone (assume the confuses cancel each other out, but I'm pretty sure that Elec's confuse will result in more damage). Then you have Jolting Chain (some damage) vs. Flash Freeze (does some damage, but nobody takes it), so Elec wins here. Finally, I think the two Gremlins do more damage than Jack Frost.
  2. Local_Man

    Static Field

    Quote:
    Originally Posted by MentalMaden View Post
    To clarify, it's comparison to ST is just that its a pulsing control power that can be broken by an attack, but regained by another pulse. Not a comparison of efficacy.
    Exactly. My thought was that the sleep in Static Field will allow foes who are attacked (i.e. with an AoE) to wake up and take one action before the next pulse puts them back to sleep. That is similar to Spectral Terror, where if terrorized foes are attacked, they can take one action before the fear incapacitates them again. Plus, both powers can catch foes who enter the area after the power was cast.

    Of course, a nice thing about Static Field: Sleeps set up Containment while Terrorize powers do not. So, eventually when we get some AoE attacks from the APP set, that Containment should be nice.
  3. Local_Man

    Static Field

    Quote:
    Originally Posted by StratoNexus View Post
    That makes sense. It seems more potent than Spectral Terror so far, but perhaps that is because it comes earlier and is being used on lower level enemies. I am very excited to see how it works out post 30.
    Only up to 13 so far (limited time lately). My Elec/Rad has diddly squat for damage, but last night started to show some pretty good potential as a team controller with Static Field and endurance drain. How do you expect to slot this? A little Recharge seems to make it perma.

    I noticed last night that since the cages don't have DoT, that Static Field + cages = a ranged hold after one initial attack. Jolting Chain can stop that initial strike I would think, but I may have to try it out solo, as my team was wiping everything out too fast last night.
  4. Quote:
    Originally Posted by Funk_X View Post
    What replaced PFF in the Mace Mastery patron pool?

    Mids has it listed in there, which cant be right or else bubble trollers could get PFF twice. So.....what replaced it?
    OK . . . so you could get it twice. PFF is already far over the Defense cap, so double PFF would do what?
  5. Quote:
    Originally Posted by Organica View Post
    Woo! Deadline for entries is past!

    I'm at work at the moment so I won't really get a chance to pick a winner until sometime tonight, but I think everyone is well qualified! I'll just need to pick randomly from those that entered.

    So unless I'm mistaken, we have:

    1. Local_Man's warshade Sue_Shee
    2. FuzzyWonder22's warshade War Wasp
    3. Dechs Kenson's warshade Defying the Curse
    4. Valorin's warshade StarShrike
    5. Redlynne's warshade Ms Terry
    6. Wildlight]s warshade Nightcap
    7. Mirthra's warshade Kheldian Shadow
    8. Late2Party's warshade Astral Shadows

    Will post results tonight, if I can avoid logging into Praetoria for a few minutes. ^_^
    Actually, my warshade entry is Umbral-La. Sue-Shee is her sister, who I mentioned only because I like the pun.

    Even if I am not fortunate enough to win one of the prizes, I have to thank you for running this contest. It is not only amazingly generous, but it as also made me start to want to pull out my warshades more. (I have two more on other servers, and one is now planned to become a little less heroic.)
  6. Quote:
    Originally Posted by RasberryRabbit View Post
    7. Are there servers well populated? Any recommendations for a server if I tend to play between 9PM and 12AM PST?

    This is the exact times that I play and if you are a PUG playstyle person like me, in that you like to randomly get invited to join teams and hate leading groups, then the only server you will ever have a chance of getting a team on during those hours is Freedom.
    Every other server will be a ghost server during those times once the big rush of GR dies down and the servers return to their natural pop levels.
    Even on Freedom ive many times had to log off in boredom after a half hour of no team invites since its after 9pm.
    But if you are a solo player, or highly motivated team leader willing to lead small teams or your a guild player that only plays with guildmates, then any server will be good to play on. you might actually even prefer the lower pop servers.
    In addition to the others disagreeing with this statement, I want to add that Virtue is almost as busy as Freedom . . . it has a lot of Role-players, so the population has fewer power-gamer or immature types.

    Not at all to say that everyone on Freedom is bad, as most of the players are great folks there . . . I have a few characters there myself. But Freedom seems to have a higher concentration of jerks, power-levelers and beggers.

    The best thing to do is use a server's global channel to find teams, and then try to get to know a group of good players. Build your Global Friends list with active players. Then you can find a team of good folks who become friends.
  7. Quote:
    Originally Posted by Master-Blade View Post
    Fixed. You need the quotes in this case to bind both or else it's only going to only bind the CJ (up to the $$) and execute the NR when you press enter.
    I didn't use the quotes, but I do mine through CitiBinder so maybe that program automatically adds the quotes.
  8. Quote:
    Originally Posted by Kryogenik View Post
    How would I set up a keybind that would allow me to use my mouse button 5 to toggle between Ninja Run and Combat Jump?
    /bind button5 powexecname combat jumping$$powexecname Ninja Run

    I have several characters where I do this but I use the H key for all travel powers, and then I have a button on my mouse set up to be an H key.
  9. Quote:
    Originally Posted by SchandlichCOH View Post
    Hello all.

    (Sorry for the wall o' text)

    Please bear with me if these questions have been answered elsewhere. I am still learning my way around the board. Everytime I try to play the trial I can't because the screen just blinks rapidly, so I am just going to assume I like the game and get it later today. But before I do I just have a few questions. I apologize if these questions seem like trolling for the MMO I just finished playing (EQ2). Sometimes it is just easier to compare it to what you are used to. Any help is greatly appreciated.

    1. If I buy the Going Rogue Complete Set, I don't have to buy the other expansions right?
    Correct.
    Quote:
    2. Is this a game you can solo all the way to the level cap?
    Yes, and some people do. However, you will miss out on some content that requires teams.

    Quote:
    3. I am going to assume that if that is true, there certain ones that are easier to solo with than others. Is that correct?
    Yes, although any character, if built correctly, can solo.

    Quote:
    4. How is the balance? Are there certain (I have no idea what the term is for the different "combos") that are just pointless or nerfed to heck?
    That is pretty subjective. Every powerset combo is viable. Some are better at some things, while others are better at others. For example, my favorite, Illusion/Radiation controllers, are known for being able to handle Arch-Villains solo with an advanced build. However, Fire/Kinetics controllers are known for their ability to handle large numbers of easy foes quickly.

    Quote:
    5. In EQ2, (sorry) in order to get reasonably good gear, you HAD to group/raid. Is that the case here? (I'm ok with that.)
    Absolutely not. Solo players can get the best stuff, and stuff is far less important in this game than in others.

    Quote:
    6. Are there tradeskills?
    Not really.

    Quote:
    7. Are there servers well populated? Any recommendations for a server if I tend to play between 9PM and 12AM PST?

    Thanks again for all the help.
    Right now, all the servers have large populations, with Freedom and Virtue having the most. The other servers tend to have more cohesive communities, and Freedom tends to have the most "powergamer" types who are more interested in leveling than actually enjoying the game. With GR just coming out, there are tons of players in the game. My primary server is Guardian, and I rarely have problems finding a team.

    And welcome to the game. City of Heroes/Villains/GR has one of the friendliest communities around, and you started right by coming to the boards. You can usually find people here who are happy to answer any questions you have. There is also a Mentor program, where an experienced player will help you out (but with all our new players right now, they might be a bit busy).
  10. Quote:
    Originally Posted by Dechs Kaison View Post
    In a way. Again, Kheldians are beings of light and energy. I see the nictus as vampiric versions of the "natural" Kheldians, who thrive off of other energy sources.

    Not so much recycling as... eating.
    So, I guess that means that Warshades suck . . . literally! (It had to be said.)
  11. Quote:
    Originally Posted by Kryogenik View Post
    Thoughts?

    I have Ninja run. Can you make that a solid travel power with slotting? If so what should I slot to do that?

    If I do this will I forever be just slower than teammates who have SS, SJ, TP, and Flight?
    I have several characters who rely upon Ninja Run for Travel . . . it works fine, especially for tight builds. However, I mostly use it on melee characters.

    There are benefits from the other travel powers: Super Speed is great battlefield maneuverability with Stealth -- add a Stealth IO and you get Invisibility. Fly gives you the benefit of being able to stay out of melee and a high vantage point to look for things. Both Fly and Super Speed have huge advantages in the open area "Find the glowies" or "find the NPC" missions that are common in upper levels. Hopping around with Ninja Run or Super Jump in those missions will most likely result in you getting shot at -- that's no problem for somebody with a lot of Defense, Resistance or Hit points, but it can mean a faceplant for a Blaster.

    Teleport has its own advantages and disadvantages, but if you can combine it with Hover or Fly, Teleport can be useful if you can stand having to use it.
  12. Local_Man

    Ice/Cold

    In Arctic Air, replace the Perplex and Befuddling Aura EndRdx/Confuse with the Coercive Pursuasion Confuse and a common EndRdx. You get capped Confuse and a bonus where before you had none -- granted, at much higher cost.
  13. Quote:
    Originally Posted by Sanctius View Post
    Hey everyone

    I am very new to CoX, having played back in the earlier days. I just returned up to Going Rogue, and I am loving the game so far.

    One problem though, I am having a kind of tough time finding the AT for me, since it seems alot of ATs mature very late in the game.

    I am looking for some suggestions as to what AT I should try out.

    So far I have played a Demon/Pain MM and Fire/Dark Corr to 20, and also tried out other types (tried alot of controllers till about 12).

    I am looking for an AT that is fun from early levels, that can solo well when I just feel like relaxing and offer something to teams aswell when I want that.
    Having a long history (10+ years) in MMOs I know that its important that the AT is very good at high levels aswell, so thats important aswell.

    I have looked at scrappers, they seem to come highly recommended on the boards, but I am open to all suggestions.

    Hopefully this post can get me some of those.
    Most controllers start out a bit slow, and really don't come into their own until mid-20's or 30's, or even early 40's, depending upon the secondary.

    If you want to try another controller, take a look at my Illusion/Radiation guide. An Ill/Rad starts out with good single target control and damage (Blind, Spectral Wounds, Deceive) and the early Rad buff and debuffs. These make it great both solo and on teams. Then comes Phantom Army at 18 and Spectral Terror at 26, providing tanking, aggro control and AoE control. Ill/Rad can do a little bit of almost everything for solo, small teams or large teams.
  14. Quote:
    Originally Posted by SwellGuy View Post
    I am pretty sure that cartoon is not to teach law.
    Yeah, I know . . . but it is just like seeing something on a TV show or a movie that you know is flat out wrong.

    As for Batman being guilty of criminal charges? I haven't read the comics for many, many years, but . . .

    Absolutely he is guilty of multiple counts of Assault and Battery -- a "citizen's arrest" does not allow for the kind of stuff he does.

    Breaking and Entering and Burglery, many counts. It does not matter that there may be criminal activity in a warehouse . . . that does not legally justify him breaking in. He occasionally takes stuff needed for his investigation.

    Traffic and insurance issues for the Batmobile, but those would be misdemeanors.

    Destruction of property -- doesn't matter if he later goes back to pay for it annonymously.

    Lots of others.

    Would he be convicted? It might be hard to find a jury in Gotham to convict him, but I'm sure that a case of that magnitude would be moved to another jurisdiction. Ever sat on a Jury? I have, and the people take their job seriously (we actually let a drug dealer off because the prosecutor failed to prove the case beyond a reasonable doubt, even though we knew he was probably guilty). They try hard to follow the law. If the evidence showed crimes had been committed, then there is a good chance he would be found guilty.
  15. Quote:
    Originally Posted by Marcian Tobay View Post
    Problems with cartoon: A) criminal cases are prosecuted by a State Attorney or District Attorney, not a private citizen. B) the victim of the crime would be a witness answering questions, not making arguments. C) if it was a civil case rather than a criminal case, the verdict is "for the Plaintiff" or "for the Defendant," not "Guilty" or "Innocent." D) A criminal case cannot suddenly turn into charges against a witness . . . that has to be a separate case. Similarly, a civil case has to have the claims set up in the beginning of the case -- you can have counterclaims, but they have to be alleged near the beginning of the case long before trial.

    There are more . . .
  16. Frankly, "general" advice doesn't really work for controllers. Unlike other ATs, controller powersets vary more widely, and the player's playstyle can substantially affect how powers are slotted. Not only that, but there is more variety in builds. How you build a solo controller can be substantially different than how you build a team-only or a mixed use controller.

    For example, of the eight control, sets two of them do not have any immobilize powers. Of the six remaining sets, I generally do not take the single target immobilize on five of them . . . unless I mostly expect to solo, in which case I would probably take it on three or four of them -- and that might vary depending upon my secondary. On Gravity, I would take Crush regardless. Personally, I took the single target Immob on my Ice/Storm and my Grav/Storm, but none of my other controllers.

    Some controller sets have powers whose primary purpose is damage, while others don't. In some cases, you can slot a control power as though it is a damage power, and that may or may not be the best choice, depending upon the power and your playstyle. On some controllers who are more team-focused, I don't slot damage in my single target hold, but I slot for some amount of damage on most of them -- but it may not be until later in the build. It depends on the controller and how I play him/her.

    So, I suggest that there really is no "one answer" to the OP's question. Certain powers can have consistant slotting: For AoE Immobilize, 2 Acc, 1-2 EndRdx is a good idea, with anything else being optional . . . except for Plant -- Roots is a damage power. AoE Holds generally can get 2 Acc, 2 Hold, 2 Recharge . . . unless you don't use it enough to merit 6 slots. Pets generally get a minimum of 1 Acc, 3 damage, but then it depends on the pet on how you finish slotting it.
  17. Didn't have a chance yesterday, but today at lunchtime, I ran out to Best Buy and picked up a copy off the shelf . . . for $10 off the cover price -- it is on sale this week. This is for my second account, as I did the pre-purchase for the first account.

    Just sayin'
  18. Local_Man

    HotFeet Procs

    Quote:
    Originally Posted by Retilian View Post
    Now with the changes in i18 im looking over my F/K/Stone and specificly at HotFeet.Now the changes im mentioning at that of the PvP IO's and the ability to purchase them with Hero Merits. Now im not going to post a build just asking a general question on effectiveness. What besides requiering a few less FS's would a Fury of the Gladiators:Chance for Res Debuff do for HotFeets output. Would it even matter with capped damage or would it increase HotFeets effectiveness and how would it do while exemplered below FS? Would it effectively work to resist all targets or would if even matter with the way mobs melt anyway? I ask because im tempted to grab 1 up and slot it but without knowing the effects im kinda holding off on it untill i can get a possitive idea on how well the slot would work or if i could slot something else and get a better effect.
    I have no idea, but is it worth it? A-Merits (Alignment Merits) can be earned at a rate of 1 every other day, at most. It will take 30-35 A-Merits to buy a PvP recipe. Is that worth it to you? 60-70 days of slogging through Tip missions and Morality Missions?
  19. Quote:
    Originally Posted by DarkWanderer View Post
    Thank you. This is perfect. What should I do to change to the Fallout+Vengeance build. I will probably pick up mutate too. Any other ideas?
    In order to fit in Fallout, Vengence (with Assault and Tactics, no choice) and Mutation, you will have to give up 5 other powers. That's a lot. Bonfire, EM Pulse are both nice but situational. Combat Jumping and Recall Friend have to go, too. But that 5th power? You would have to cut into what I would consider one of the key powers in the set for a situational power. Then you'll need to scrounge up some slots, too.

    One other thing in my build above: in Choking Cloud, change the Ghost Widow End/Hold to a Lockdown End/Rech/Hold. You gain a 3% damage buff with virtually no increase in endurance cost.

    It might be possible with a little slotting for Recharge to get to Perma-Hasten.
  20. I took a quick look and made a few suggested changes. With more time, I might find a few other changes, but take a look at this:

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Fire/Rad Attempt 1 DW: Level 50 Natural Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Teleportation
    Hero Profile:
    Level 1: Char -- HO:Nucle(A), HO:Perox(5), HO:Perox(5), HO:Endo(40), RechRdx-I(43), RechRdx-I(43)
    Level 1: Radiant Aura -- Numna-Heal(A), Numna-Heal/Rchg(19)
    Level 2: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(21), GravAnch-Immob/Rchg(21)
    Level 4: Radiation Infection -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(36), DarkWD-ToHitDeb/Rchg(37), DarkWD-ToHitDeb/EndRdx(37)
    Level 6: Accelerate Metabolism -- Efficacy-EndMod/EndRdx(A), RechRdx-I(7), Efficacy-Acc/Rchg(7), Efficacy-EndMod/Acc/Rchg(9), Efficacy-EndMod/Rchg(9), Efficacy-EndMod(11)
    Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(11), HO:Nucle(13), EndRdx-I(13), TmpRdns-Dmg/Slow(17), TmpRdns-Acc/Dmg/Slow(17)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Flashfire -- Amaze-Acc/Rchg(A), Amaze-Stun(45), Amaze-Acc/Stun/Rchg(46), Amaze-EndRdx/Stun(46), Amaze-Stun/Rchg(46)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Super Speed -- Clrty-Stlth(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19), Mrcl-Heal(37)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(25)
    Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
    Level 24: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(39)
    Level 26: Cinders -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(27), BasGaze-Acc/EndRdx/Rchg/Hold(27), BasGaze-Acc/Rchg(29), BasGaze-Acc/Hold(29), BasGaze-Rchg/Hold(36)
    Level 28: Choking Cloud -- Lock-%Hold(A), G'Wdw-EndRdx/Hold(31), UbrkCons-EndRdx/Hold(31), UbrkCons-Dam%(31), EndRdx-I(34), UbrkCons-Hold(36)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(40), Ksmt-Def/EndRdx(40)
    Level 32: Fire Imps -- S'bndAl-Build%(A), S'bndAl-Dmg/Rchg(33), ExRmnt-Acc/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg(34), ExRmnt-Acc/Dmg/Rchg(34)
    Level 35: Bonfire -- RechRdx-I(A)
    Level 38: EM Pulse -- HO:Endo(A), HO:Endo(39), RechRdx-I(39)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(42), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(43)
    Level 44: Disruptor Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
    Level 47: Summon Tarantula -- EdctM'r-PetDef(A), ExRmnt-Acc/Rchg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-+Res(Pets)(50)
    Level 49: Recall Friend -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- RechRdx-I(A)
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 4: Ninja Run
  21. Comic Book Movie web site, www.comicbookmovie.com

    It is on the sides of the main page, and then a click through can send you to an ad where the trailer plays.

    Nice to see some advertising out there, targetted to a like-minded audience.
  22. Local_Man

    Mind/Sonic

    Start with Mezmerize, Dominate, Levitate. Those three are the single target controls that provide a decent single target attack chain. Dom-Mez-Lev to take down single targets. Confuse will let you control foes without knowing you are there -- it makes it pretty safe to confuse 2 and then use your Dom-Mez-Lev chain to take down the third of the usual 3 foe spawn you see solo. Mass Hypnosis will put them to sleep without drawing aggro so that you can focus on one at a time.

    Eventually, you want to take everything in Mind, except Telekinesis is optional. TK is kind of tough to use well, so I would skip it for her. You can slot Terrify as a Damage power, but Mind is pretty weak on AoE damage.

    Can't help you much on the Sonic. My Sonic characters are pretty low level -- I've never been able to stay with a sonic for very long.
  23. Quote:
    Originally Posted by Krasus View Post
    I can look at guides, and plan builds for later, but I'm really curious, what do people do with their controls when they only have a few slots. I know that low level brutes and scrappers benefit more from end reduction than extra damage, I am wondering if low level controller slotting is somewhat wonky.

    Because you can slot for all the usual stuff, damage, acc, endred. And the controller stuff, duration. Plus there are some benefits in recharge....It has me somewhat flustered.

    I am playing elec control right now, which is a damage light set to begin with, but I'm still curious for the other powersets as well.
    My Illusion/Radiation guide actually has a leveling up section, where I went through how to slot the powers as you level up. I broke it up at level 12, then level 22, and then a level-up-to-50 build, before presenting several options for a final expensive IO set build.

    See the link in my sig.

    A lot depends on your secondary. Rad has Accelerate Metabolism to give you an Endurance buff in low levels. This allows you to not worry much about slotting for EndRdx. Elec Control has some nice Recovery tools, so once you get the aura, you shouldn't have to worry much about endurance.

    For the most part, you want Accuracy slotting first, especially with AoE controls. They have an accuracy penalty, and if they don't hit, you have wasted your endurance and time. Then you have to balance control duration and Recharge, depending on the power. AoE Immobs generally get Accuracy, then some EndRdx. They recharge faster than their duration. Single target holds get Acc/Hold/Rech -- one of each to start, or frankenslotting when you can. Or you can slot for some of each and some damage . . . it depends on whether you expect to mostly solo or go on teams.
  24. I don't have access to Mids at the moment, so I really can't see some of the details. Also, try using another color -- that color scheme is hard to read on the blue boards. (I like the Fruit Salad one.)

    In terms of the power selection and order, I only have one significant comment: try moving Enervating Field back to 22. It uses a huge amount of endurance, and you can't afford to run it and Hot Feet before Stamina. That will let you move Stamina up to 20.

    Some of my other suggestions go more to playstyle and optional things, and others will have different opinions. For example, I would go with Hasten/Superspeed for travel and drop CJ/SJ. I like SS for moving around with Hot Feet+Choking Cloud. Also, I would drop Fallout for Bonfire. If you are going to take Fallout, slot it as a damage power -- the debuffs in it are so high, they don't need to be enhanced -- but if you slot it for damage, then most of the foes will die and not need to be debuffed.

    Char: I like to slot this with a mix of Acc, Rech, Hold and Damage. You will probably use it a ton, and some damage here is worthwhile. It deserves 6 slots. For an end-game build, there are some options: 4 Basilisk Gaze plus some damage (I like Acc/Dam and Dam/Mez Hami-Os, or Acc/Dam and a common Damage IO.) Another option, if you are willing to give up IO bonuses to maximize the power, is 1 Acc/Dam, 2 Dam/Mez, 1 Acc/Mez Hami-Os, 2 common Recharge IOs. That caps both Damage and Hold, with good accuracy and very good recharge.

    Fire Cages: For leveling up, aim for Acc and EndRdx first. Then procs. However, when you get to 50, that Grav Anchor Chance for Hold proc is wonderful in this power.



    Radiation Infection: Ideal slotting is 3 Enzyme (ToHit Debuff/Defense Debuff/EndRdx) Hami-Os. Your slotting of 4 Dark Watcher is my next-best choice.

    Hot Feet: This needs to be slotted for capped EndRdx first, then a little Accuracy, and as much Damage as you can, and a little bit of slow is nice. SO slotting is 3 EndRdx, 2 Dam, 1 Acc. One way to slot it at level 50 -- Dam/EndRdx and Acc/Dam/EndRdx from Scirocco, Dam/Slow and EndRdx/Rech/Slow from Tempered Readiness, Acc/Dam Hami-O and common EndRdx. That caps Damage and EndRdx, with good Accuracy and some Slow. Other people have other slotting, but that one is fairly cheap-except the Hami-O, but I had a lot of them on hand.

    CJ: As I said, I'd go with Hasten/SS, but if you stay with CJ/SJ, do you really need 3 slots in CJ? Take Hurdle instead of Swift (I take Hurdle with anything other than Fly) and you'll be fine. Why use an expensive Zephyr knockback in CJ, when it will take a less expensive Karma -Knockback?

    SJ: No need to use a set IO single unless it is cheaper than the common, since there is no difference in the performance and no bonus for only 1.

    Fitness: As I said, take Hurdle over Swift. Only 1 slot for Health, but 5 for Stamina? You should plan for some procs in Health to help with Endurance. Fire/Rad is a high endurance build, so you need to plan to boost your Recovery. Plan for a Numina and/or Miracle procs, plus either a Numina Heal or Miracle Heal. 3-4 slots in Stamina.

    Enervating Field: It needs 2 EndRdx and that's it. Not Recharge! It is a toggle that recharges fairly fast. Move it to 22.

    Ling Rad: It needs Acc and Rech -- it has a 30 sec duration and a 90 sec Rech. I consider this the least important of the 3 Rad Debuffs, but the -Regen is huge against AVs. Slow enhancements only affect Run Speed, and you have Fire Cages. Sometimes, I'll slot 1 acc, 2 Rech, Acc/Slow and EndRdx/Rech/Slow from Tempered Readiness to get the 1.5% Recovery bonus. With enough Global Recharge and Global Acc Bonus, you can get away with a single Acc in the default slot.

    Cinders: Acc/Hold/Rech. Good power to Frankenslot leveling up.

    Choking Cloud: This needs capped EndRdx and Hold, Hold especially. If you don't want to dedicate 5-6 slots to it, don't take it because it sucks if underslotted. Once you have capped EndRdx and Hold, then the first proc should be the Lockdown +2 Mag -- the unique mechanics of this power make that proc really effective. (My Illusion/Radiation Guide explains it.) I consider the combo of Choking Cloud+Hot Feet to be the key to a good Fire/Rad, but that combo uses a lot of endurance.

    Hasten: That 4th slot is doing almost nothing. Move it.

    Fire Imps: I like a lot of Recharge after Acc and Dam. 1-2 Acc, 3 Dam, 1-2 Rech. For IO slotting, I like 4 Expediant Reinforcement (leave out the Dam/End and the proc), plus Dam/Rech and Chance for Build Up from the Soulbound purple set at level 50.

    Fallout: If you take it, slot it for damage. I like Bonfire here, with a single Rech in the default slot.

    EM Pulse: I don't use it that often as I use Cinders all the time with this as a back-up/"panic button" power. Acc/Hold/Rech -- 4 slots is enough. It is not worth a Proc to me.