Ardent Emissary Torches the World: Fire/Rad Guide


Antiangst

 

Posted

Ardent Emissary Torches the World: A Fire/Rad Guide (vI6.1) by Funky Pink

Table of Contents
I. Introduction
II. Primary Power Discriptions & Comments
III. Secondary Power Discriptions & Comments
IV. Power Pool Options
V. Ancillary Power Pool Options
VI. My Build & Comments
VII. A Variation Build & Comments
VIII. Appendices
---A. Using the Various Types of Control Contained in Fire
---B. Magnitude
---C. Targeted Toggle Debuff Powers
---D. Working With Pets, or, How To Not Hate Your Imps
---E. Containment
---F. Enhancement Diversification

I. Introduction

Fire Control/Radiation Emission controllers are an undeniable force to be reckoned with, both in PvE and PvP. Fire Control is widely regarded as one of the more damaging control sets, while Radiation Emission has a wide array of very useful and powerful debuffs. It's light, yet quite helpful, in the buff department as well. Besides being a build with such potential, damage and control-wise, fire is a popular weapon from a concept standpoint. Any of you with a fire blaster or tanker or another fire controller know the fun in burning up your enemies . Fire Imps are pretty popular in their own right. A secondary such as Radiation Emission can unlock more of the potential damage of any primary set it is paired with, but also provides a well rounded or even very team-centered build, depending on how you build, due to the high level of control in the Rad set. The decent level of control in Fire means you won't need any from your secondary, but more can certainly help. All these factors make Fire Control a popular choice, whatever the secondary, but particularly with debuffing or controlling sets.

I'd also like to mention that, while I will provide builds in the end, many choices are going to just plain depend on how you like to play your character. Those builds should only serve as a crude outline and while you might end up very similar, you might also prefer to be very different and would actually feel that my builds are weak in some areas. Personal preference can make a huge difference in how effective a build is to a player. On the other hand, some players can adjust well to suit a number of different playstyles, and would be able to level both a ranged and melee style controller, a solo or a team build. Just find what you like and build towards that goal with powers you think will best help you

Let's start looking at the powers then:


II. Primary Power Discription & Comments

Ring of Fire (level 1): This is your basic single-target immobilize power that many control sets have (all but Mind and Illusion have one). When you cast Ring of Fire (RoF), you swing your arm out in front of you, summoning a circle of fire on the ground (or in the air for airborne foes) to burn around them and keep them in place. This power does minor damage over time (DoT). RoF has a bonus to accuracy and therefore will not benefit from too many extra accuracy slots. it also recharges very fast, reducing the need for duration slots. If you find you use this power a lot, like as a damage power, you might benefit from an endurance reduction enhancement. For more info on Immobilizes, see Appendix A below.
Slotting: 1-2accuracy, 0-3damage, 0-1endurance reduction, 0-2immobilize duration

Char (level 1): Char is Fire Control's single-target hold. Casting Char flings a wad of soot at your foe, leaving them choking on it. The animation for this power is very fun, as the soot will hit the enemy and spray flaming chunks all around him in different directions. Single-target holds also benefit from an accuracy bonus and in general, one accuracy is enough to cover most needs. Some mobs with high defense will be tough to hit, but I reserve inspirations for these occasions, since slotting for recharge and hold duration provide such a great benefit. Some people like to slot holds for damage, which I do not, being a control freak and all , but it certainly fits into some playstyles. For more info on Holds, see Appendix A below.
Slotting: 1-2acc, 1-3hold duration, 0-2recharge, 0-3dmg, 0-1endred

Fire Cages (level 2): This power is similar to Ring of Fire, except that it affects multiple enemies. Fire Cages (FC) is of particular use to a fire controller in conjuncture with Flashfire, our AoE disorient power that opens up at level 12. Disorient powers cause foes to wander off and FC will hold them in place, making them better targets for AoE attacks and debuffs. This, like most AoE powers, suffers from an accuracy penalty and really benefits from added accuracy. The power does very little damage, and I would not recommend slotting for it. If you are looking for damage, in my opinion pool powers like Air Superiority and Boxing, RoF, and even Char are better options, even though this power is an AoE. For more info on Immobilizes, see Appendix A below.
Slotting: 1-3acc, 0-1endred, 0-2immobdur

Smoke (level 6): Smoke has some stealth-type applications that can be quite useful. Casting this power brings up a great cloud of smoke around the foe you have targeted, hitting and severely hurting the perception of him and any surrounding enemies. In Player vs. Player (PvP) this power requires accuracy to hit reliably and can be a great way to hide players with Stealth or similar powers. Fighting computer foes though, no accuracy check is needed. Smoke can be used on foes to add stealth if you are trying to get by them. It can also be used to prevent aggroing another group close to the group you want to fight. Fire Imps like to chase enemies that run, and Smoke can help prevent them from being seen when they decide to misbehave like this . When you spread Smoke around, in general, you're making the area you are in safer for you and your teammates, and it's something that a lot of players like to have. It can be worked around and some choose to do that as well. I used to have Smoke in my build, but currently do not. I decided that, though useful, I wished to have added control rather than a quality of life (QoL) power like this. Smoke also debuffs your enemies' accuracy a small amount. However, the debuff is very small and is not worth slotting for in my opinion.
Slotting: 1recharge or 1range

Hot Feet (level 8): Activating Hot Feet, you raise your arms and 'throw' this power at the ground, heating it up and the ground begins to glow firey orange and bubble up with flames. Any enemies that pass through Hot Feet will suffer damage, which is doubled when Containment is active, as well as have their run speed slowed. This power is a good tool for the melee style controller. Hot Feet does some decent damage and is a boon at lower levels, but if you team a lot, especially with blasters/scrappers, it won't be so necessary. Then later in your career, when you get Fire Imps and your APP, especially ones with a lot of damage, Hot Feet damage will start to pale a bit in comparison to those and you might consider removing it from your build then. It is still good to have at higher levels, but becomes more optional, imo. Slotting for accuracy will allow the power to damage foes more often, but isn't really necessary imo, and I would only recommend it if you can get by with only one or two end reductions. It will always slow any foe in its effect, there is no need to slot accuracy for that. For more info on Slows, see Appendix A below.
Slotting: 0-1accuracy, 1-3endred (depending on usage), 2-3dmg, 0-1slow

Flashfire (level 12): This power summons a large patch of heat under the foes surrounding your target. The ground flashes firey orange and the heat caused by this leaves the victims disoriented. Because disoriented (stunned) foes tend to wander off in different directions, Fire Cages is a good power to use with Flashfire. FC will prevent them from moving and allow you to place debuffs and attacks on more people as long as they are in a compact enough group. Flashfire has a fairly nice recharge, but one or two recharges will help you use it more often and possbily every fight in some scenarios. Like other AoE controls, it suffers from an accuracy penalty and therefore benefits from added accuracy. Appendix A contains additional info on Disorients.
Slotting: 1-3acc, 1-3disorient duration, 0-2recharge

Cinders (level 18): Activating Cinders throws large amounts of burning ash towards the ground to spread out around you and choke your enemies, in thy mercy. Like Char, victims are left completely helpless for a short time and this allows you and/or your team an opportunity to thin out their numbers with superb safety. Like other AoE controls, it suffers from an accuracy penalty and therefore greatly benefits from added accuracy. The recharge timer on Cinders is fairly lengthy and recharge enhancements are a nice boost to be able to use the power more often. See Appendix A for more info on Holds.
Slotting: 2-3acc, 1-3holddur, 0-3recharge

Bonfire (level 26): Activate Bonfire and you are able to select a location to throw a stationary patch of fire. The hot ground violently repels most foes and that makes it very difficult for them to enter it. This is quite useful for blocking doorways or tight halls and corners. Bonfire also makes a fairly safe place for squishies to stand. Place one under your blaster, controller, or defender teammates and watch whoever is giving them trouble hurl backwards. Instruct teammates to keep the Bonfire between them and a foe and they will rarely be attacked at melee range. It isn't a power that you can use to open a fight like Ice Slick, but it does have good uses. This makes it more situational, but in those situations, it excels. While Ice Slick and Earthquake are great powers that cause knockdown, a knockback power like Bonfire puts more diversity into the control sets, which is good. If all sets were similar, they would not be so unique or fun, imo. Bonfire doesn't really need any slots added to it. It can be up all the time as it is.
Slotting: 1recharge or 1range

Fire Imps (level 32): Casting this power summons three little creatures that look like small monkies made of fire. They are summoned from thin air and 'jump' up out of the air and spin around to land where you place them. Imps have only melee attacks but make up for it with added damage and numbers. As a fire controller, you have few options to bring enemies out of the air, but Bonfire can be used if there is a surface near the flyer. Also, a power like Air Superiority will knock them from the sky. Having a damage option in your build is a good way to speed up situations where you cannot otherwise ground a flyer. Imps are best with max damage and one or two accuracy help them hit more often. If you have extra slots, a recharge or two might benefit you if your Imps get defeated often, but with a heal, you should be able to keep them alive. I won't reflect this in the recommended slotting. See Appendix C for additional info on pets.
Slotting: 1-2acc, 3dmg


III. Secondary Power Discription & Comments

Radiant Aura (level 1): This power heals you and all those close to you for a moderate amount (about 1/4) of Hit Points. The effect is a large, rising, shiny green pool centered around you that dissipates as you are healed. The power has fast activation, but is nice to have up more often in later levels, so I slot for recharge. It could use an endurance reduction for many builds.
Slotting: 2-3health, 1-3rech, 0-1endred

Radiation Infection (level 2): This power, when activated, places a green, bubbly cloud of radiation around a foe to remain as long as the foe is conscious or until you deactivate it. This radiation greatly weakens the foe and any enemies near him. Radiation Infection (RI), which reduces the enemies' accuracy, is a great help, especially when you affect multiple foes with it. The power also cuts through a good amount of defense, allowing enemies to be hit more often, but don't think this power allows you to save on accuracy in other powers due to the defense debuff. Usually, you won't be able to maximize that affect because enemies will be out of its range. Because of the immediate benefit of slotting ToHit debuffs, meaning that foes will hit you less often, I prefer to slot those first and only slot anything else if I have nowhere else I want to put a slot. To note, some people are put off by RI's longish activation time and do not like the power because of that. I'm of the opinion that the benefit outweighs that downside. More information about targeted toggle debuffs, such as RI, is contained in Appendix C below.
Slotting: 2-3tohitdebuff, 0-3defensedebuff, 0-1endred

Accelerate Metabolism (level 4): AM boosts you and any nearby allies' damage, recharge speed, endurance recovery, run speed, and resistance to status effects. Looks similar to Radiant Aura, but leaves anyone affected with a greenish glow as long as it lasts. The only enhanceable benefits of the power are the run speed and endurance recovery. You cannot increase the amount of recharge reduction it provides, but slotting recharge will bring the power back faster. You also cannot slot for the damage increase or status resist. I'm of the opinion that the status protection is the most important aspect of AM and therefore recommend slotting for recharge first, so that you have that protection more of the time. After this, endurance recovery can be slotted whenever you find extra slots. This aspect, while beneficial, is more a luxury imo, but most builds can find room for endurance mods.
Slotting: 3rech, 1-3endurance modification

Enervation Field (level 10): This power severely reduces a foe's resistance and also the resistance of any foes close to him. Like, RI, EF can be maximized by moving or keeping mobs close together so that it will affect as many as possible. The cloud resembles that of RI and lasts until the target is defeated or until you shut it off. The power has a heavy end cost and should be slotted for end reduction. Although resistance debuffs cannot be slotted for, this means that EF doesn't need a great many slots to be very effective. While end reduction is very useful, if you feel you don't have slots to spare, EF will still be working 100% of its magic, though you will likely have to use it more situationally. For additional information about targeted toggle debuffs, such as EF, see Appendix B near the bottom of the guide.
Slotting: 1-3endred (depending on usage)

Mutation (level 16): This is a rez power that also buffs your ally for damage, accuracy, attack speed (recharge), and endurance recovery when he is revived. The fallen teammate is revived and left bubbling green with these improved, mutated effects. Although you can slot to improve endurance recovery, this power only really needs one slot. I like recharge to bring it back faster.
Slotting: 1rech

Lingering Radiation (level 20): Activating this power 'throws' a pool of radiation through the ground and into your target and any foes around him that it hits. The ground will light up and affected foes will begin to bubble a yellow-ish green, greatly slowing their movement speed and recharge speed for a short time. Since the -recharge is so great an advantage and since LR also debuffs regeneration rate, my main focus here is to slot first for accuracy. This will make LR more reliable to hit any foes, especially single targets like AVs, on which -regen powers are extremely useful. Even with just two accuracy slots, LR is a great tool. Recharges let you use it more often though and when it comes back more often, it's nice to give the high end cost a break (costs 22.5 end). Even though LR slows run speed a good bit, some people might prefer to add a slow or two into this power. For more info on Slows, see Appendix A below.
Slotting: 1-2accuracy, 1-3recharge, 0-1endred, 0-2slow

Choking Cloud (level 28): Choking Cloud (CC) is a good added control power. A large, bubbly, green cloud centered the player, it can help you stack holds on bosses when used with other hold powers. Since CC is a player-centered power, it gets most benefit from people willing to be in melee range. CC uses quite a bit of endurance and benefits greatly from endurance reduction enhancements. It also has a long recharge timer (90 seconds) for a toggle power, and so you might wish to slot one if you can spare the slot. For more info on Holds, see Appendix A below.
Slotting: 1-3endred, 2-3holddur, 0-1recharge

Fallout (level 35): Fallout causes a large, green atomic explosion like a miniature mushroom cloud around a fallen teammate when you select the teammate and activate the power. Not a popular power by any means, but some people like to have differences in their builds and this can certainly be a unique power to have. The radius of the blast is rather small, but used right before Mutation, can clear the immediate area around your comrade. Since the radius of Fallout is small, it is important to activate it quickly before any enemies leave the vicinity of the unconcious teammate. As a conparison, the base damage of Fallout is higher than that of most Blaster top tier powers like Inferno or Nova.
Slotting: 0-3recharge, 2-3dmg

EM Pulse (level 38): This power is a massive AoE hold power. It has the longest duration and biggest radius of any hold in the game. In fact, the radius is so large that it can easily attract the attention of a nearby group if you are not careful. With some practice, and by figuring out EMP's radius, you will not have many problems with this. While EMP will do some damage to robots and even cyborgs, it is not an enhanceable aspect, and is merely a side benefit along with the endurance drain it provides. The great hold length and regeneration debuff are much better aspects of the power. Endurance drain may be slotted for using Endurance Modification enhancements, but isn't important enough to warrant slotting. This AoE power doesn't suffer from an accuracy penalty and therefore you may easily leave out an extra accuracy. Recharge will bring it back faster, and due to its long base hold duration, it doesn't require as many of those enhancements as other hold powers. For more info on Holds, see Appendix A below.
Slotting: 1-2acc, 1-2holddur, 2-3recharge


IV. Power Pool Comments

The Concealment Power Pool could be used for a couple of reasons. Team/individual protection could be the goal of having Stealth. Combined with Super Speed means effective invisibilty in PvE. Grant Invisibility helps your teammates avoid aggro and also gives them some defense. Invisibility lets you move around freely. Phase Shift can serve as an aggro tool or a tool for self-survival, especially in PvP.

The Fighting Power Pool doesn't provide much benefit for squishies. This is ironic since we are the ones who could use it the most, but there it is. Kick and Boxing are moderate damage attacks, while Tough provides a small amount of resistance to smashing/lethal damage and Weave provides a small amount of defense to all forms of attack.

The Fitness Power Pool's main goal is Stamina. 3-slotted Stamina, with SOs, is a great boon to aggressive and/or busy playstyles. I'd guess that a great majority of heros have or will have Stamina by the time they are level 50. Health provides a small, very small, amount of sleep resistance while also boosting your health regeneration rate a small amount. Swift adds to ground running speed which stacks well with Super Speed and Hurdle adds to your jumping ability and is nice to stack with Combat Jumping and Super Jump.

The Flight Power Pool has a good knockdown attack in Air Superiority. This is a popular pool attack for this reason and pool attacks in general are more popular now for controllers due to Containment. Hover can keep you out of range, and Fly is a very useful form of travel. There's no better open-map scouting power than Fly.

The Leadership Power Pool has some nice benefits, and controllers get good values from this pool. Assault affects you and all teammates near you and resists Taunt power, which is mostly useful in PvP. It also increases base damage by 15%. Maneuvers slightly increases the defense of you and those close to you, but not enough for many people to bother taking. The defense is minimal. Tactics increases accuracy as well as providing +perception to you and all teammates near you. This is a good power to slot with 3 ToHit buffs. Vengeance can be used on a fallen teammate. The rage it produces increases the damage, accuracy and defense of all teammates near the fallen hero.

The Leaping Power Pool has a decent attack in Jump Kick (which is really a flip kick), some mild defense (but most importantly, immobilization protection) in Combat Jumping, a nice, fast travel power in Super Jump, and a mild hold resist, but great knockback resist power in Acrobatics.

The Medicine Power Pool can provide you with a few healing tools. Aid Other heals a single teammate. Stimulant provides protection from mez powers and will release any teammate affected by a mez. Aid Self heals yourself. Resuscitate will revive a fallen ally with full Hit Points but no endurance. All of these powers are interruptable and if used in combat, will greatly benefit from interrupt time reduction enhancements.

The Presense Power Pool provides minimal benefit for a controller in general. Challenge taunts a single foe while Provoke attracts many. Both of these powers have an accuracy check and so can be slotted for such. Having to spend a power slot on a taunt power makes getting to the fear powers (Intimidate and Invoke Panic) in the set even less attractive, especially considering the fact that their recharge to mezz power ratio is weak. Neither fear power can fear a lieutenent in a single application, let alone a boss (Int and IP are Mag 2 powers). I'd only invest in this as a PvP option to get Intimidate. Fear is not often resisted by players.

The Speed Power Pool is useful for anyone wishing to speed up their attacks with Hasten or for anyone wanting to travel via Super Speed (SS). Super Speeders sometimes pick up a power like Hover or Combat Jumping to aid them in traveling vertically. Hasten is an incredible buff to recharge and with 3 recharge slots can be up 2/3 of the time without other +recharge buffs. Powers like Speed Boost or Accelerate Metabolism speed up its recharge. Whirlwind provides a choatic form of control which some find rather effective, and is also a decent PvP power to keep opters away. Flurry is an attack with a rather lengthy animation, but it does moderate smashing damage and can help defeat enemies.

The Teleportation Power Pool can pull allies to you with Recall Friend. The power is good for pulling defeated allies away from enemies. Not the happiest use, but one a lot of people have if they also have a res power like Mutation. Teleport is the fastest form of travel and therefore prefered by many. Teleport Foe can pull foes away from their group to be attacked separately. This sometimes brings the whole group in tow, but when used on a particularly nasty trouble-maker, can still be a good way to start a fight. I have not seen too much, if any, of Team Teleport, and am not sure of any practical applications of this power.


V. Ancillary Power Pool Comments

Other, more detailed APP guides exist, I'm sure, but here is a rough overview of the powers in each set:

The Stone Mastery APP includes a nice single target damage power in Hurl Boulder, though some people find the activation too slow for their tastes. Fissure is an AoE stun (Mag 2) that deals moderate damage. Its AoE is relatively small (about 5' radius). It is a decent way to add some damage and also has a bit of control which is nice. Rock Armor provides a good amount of defense to smashing and lethal, and Earth's Embrace increases your Hit Points, while also healing you. This set is best used for the +HP/heal power, defense and also single-target damage. If you prefer damage, you'd like the Fire set better, imo.

The Fire Mastery APP contains two damage powers, Fire Blast and Fire Ball. Both of these powers benefit from Containment rather largely. Fire Blast is a single target attack, while Fire Ball is a target-centered AoE attack. Consume is a nice endurance-filling power, but with a longish recharge. Fire Shield provides a good amount of resistance to smashing, lethal and fire. Cold resistance is minor. This set is the best for damage. The resistance is significant also. I have both Fire Blast and Fire Ball, and love the damage they provide.

The Ice Mastery APP has a variety of useful tools. Ice Blast is the best selection from this set, imo, and adds some heavy single target damage, especially when Containment is enabled. Ice Armor is a nice defense buff, but like any armor, can be unnecessary in predictable fights. Hibernate encases you in indestructible ice, allowing you to recover all endurance and health before emerging. This is good for situations where you need to recover endurance and/or hit points, and get back in the fight quickly. Ice Storm is a nice controllery-type power and is worth getting if you like Hibernate or Ice Armor. It also adds a bit of damage, but doesn't currently benefit from Containment. The recharge timer on this power is too long for my tastes. YMMV.

The Primal Mastery APP set has two very nice utility powers in Conserve Power and Power Boost. Activating Conserve Power (CP) greatly reduces the cost of all powers for the next few moments. Even while constantly attacking, it is not uncommon to gain endurance whenever this power is active. Recharge will get you the most out of this power, since it's recharge timer is long. Power Boost (PB), doubles the base duration of your holds and other mez powers while it is active. It also increases your active debuffs and buff, including heals and defense debuff toggles, and even some other skills like Flight Speed. Placed buffs/debuffs such as Quicksand or Freezing Rain are not yet affected by PB. This is suppose to change sometime after Issue 6. Power Blast is a good attack and deserves slots, and Temporary Invulnerability is a good defensive power that deserves slotting too.

The Psionic Mastery APP contains one of the best utility powers (very arguable THE best) of any controller APP, Indomitable Will. This power protects you from status effects for a good amount of time (90 seconds). The long recharge means you can't have it on all the time, but that kind of benefit alone is worth picking this APP for several playstyles. Mind over Body also provide good resistance against smashing, lethal and Psionic damages. Mental Blast and Psionic Tornado are nice attacks, especially when you take advantage of Containment.


VI. My Build

Though I'm more partial to a stand-back approach to controlling, I wanted to utilize the damage of Hot Feet plus Containment. Besides, Cinders and EM Pulse both require getting close to the action, so I'd have to be in melee at least some of the time. I figured it wouldn't be too difficult to adjust. I also have Combat Jumping and Acrobatics to keep me from getting rooted or knocked around in these situations so that I can easily escape melee if I need.

Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Controller
Primary Powers - Ranged : Fire Control
Secondary Powers - Support : Radiation Emission

01 : Radiant Aura hel(01) hel(3) hel(9) recred(19) recred(29)
01 : Char acc(01) hlddur(5) hlddur(7) hlddur(17) recred(19) recred(25)
02 : Radiation Infection thtdbf(02) thtdbf(3) thtdbf(17)
04 : Accelerate Metabolism recred(04) recred(5) recred(11) endrec(23) endrec(31) endrec(43)
06 : Fire Cages acc(06) acc(7) endred(11) recred(45)
08 : Hot Feet endred(08) endred(9) endred(31) dam(31) dam(46) dam(48)
10 : Combat Jumping defbuf(10)
12 : Flashfire acc(12) acc(13) disdur(13) disdur(15) recred(15) recred(27)
14 : Super Jump jmp(14)
16 : Hurdle jmp(16)
18 : Health hel(18)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Ring of Fire acc(22) dam(23) dam(34) dam(36)
24 : Enervating Field endred(24) endred(25) endred(46)
26 : Lingering Radiation acc(26) acc(27) recred(33) recred(34) recred(36) endred(37)
28 : Cinders acc(28) acc(29) hlddur(36) hlddur(37) recred(37) recred(40)
30 : Acrobatics endred(30)
32 : Fire Imps acc(32) dam(33) dam(33) dam(34)
35 : Mutation recred(35)
38 : EMP Pulse acc(38) acc(39) hlddur(39) hlddur(39) recred(40) recred(40)
41 : Fire Ball acc(41) acc(42) dam(42) dam(42) dam(43) recred(43)
44 : Fire Shield endred(44) damres(45) damres(45) damres(46)
47 : Fire Blast acc(47) acc(48) dam(48) dam(50) dam(50) recred(50)
49 : Bonfire recred(49)

-------------------------------------------

01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)

A few different types of Melee build are possible and options like Stealth and Smoke will help here. Most builds can do without Cinders or EM Pulse, as two AoE controls is generally good. I'd keep Flashfire since it comes in early and has a better recharge versus the others. Also, Choking Cloud can easily replace either Cinders or EMP. Since it can remain on for a long time, many people find CC a better option. Add in Air Superiority and possibly a different travel power and you have quite a different Melee fire/rad. Something like this might be a better melee build (minus slotting) for some players with soloing in mind more than teaming:

01 : Radiant Aura Empty(01)
01 : Char Empty(01)
02 : Radiation Infection Empty(02)
04 : Accelerate Metabolism Empty(04)
06 : Fire Cages Empty(06)
08 : Hasten Empty(08)
10 : Air Superiority Empty(10)
12 : Flashfire Empty(12)
14 : Fly Empty(14)
16 : Hurdle Empty(16)
18 : Health Empty(18)
20 : Stamina Empty(20)
22 : Ring of Fire Empty(22)
24 : Hot Feet Empty(24)
26 : Enervating Field Empty(26)
28 : Choking Cloud Empty(28)
30 : Lingering Radiation Empty(30)
32 : Fire Imps Empty(32)
35 : Teleport Foe Empty(35)
38 : Smoke Empty(38)
41 : Fire Ball Empty(41)
44 : Fire Shield Empty(44)
47 : Fire Blast Empty(47)
49 : Consume Empty(49)

Damage added to control powers like Char and RoF as well as the more damage-centered powers like AS and Hot Feet, will provide a good bit of arresting power for the soloing controller. TP Foe provides a good pulling option in dangerous situations. Smoke can help hide you in others. Fire Ball and Fire Blast max out your upper level damage, turning this build into a potential killer.


VI. A Stand-Back Build

Not only is this build more melee-avoidant than the above two, but it also is more of a team build and utilizes the Leadership pool and Recall Friend. It has Smoke and Super Speed so that it can enter melee safely to use Cinders, and also has less damage, but more control boosting, in the Primal APP. EM Pulse is avoided due to the loss of endurance recovery. Our team build wants to be safe on endurance so he can always control and defend. Obviously, tweaks can be made, but that's the philosophy I was going for here

Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Controller
Primary Powers - Ranged : Fire Control
Secondary Powers - Support : Radiation Emission

01 : Radiant Aura hel(01) hel(5) hel(15) endred(19) recred(29) recred(43)
01 : Char acc(01) hlddur(3) hlddur(5) acc(9) hlddur(17) recred(31)
02 : Fire Cages acc(02) acc(3) endred(17) immdur(43)
04 : Radiation Infection thtdbf(04) thtdbf(7) thtdbf(9) endred(27) defdbf(37) defdbf(40)
06 : Accelerate Metabolism recred(06) recred(7) recred(11) endrec(21) endrec(27) endrec(34)
08 : Smoke recred(08) thtdbf(46) thtdbf(46)
10 : Hasten recred(10) recred(11) recred(19)
12 : Flashfire acc(12) acc(13) disdur(13) disdur(15) disdur(21) recred(25)
14 : Super Speed runspd(14) endred(37)
16 : Mutation recred(16)
18 : Hurdle jmp(18)
20 : Health hel(20)
22 : Stamina endrec(22) endrec(23) endrec(23)
24 : Enervating Field endred(24) endred(25) endred(37)
26 : Recall Friend inttim(26)
28 : Cinders acc(28) acc(29) hlddur(31) hlddur(31) hlddur(34) recred(34)
30 : Assault endred(30) endred(46)
32 : Fire Imps acc(32) dam(33) dam(33) dam(33) acc(42)
35 : Tactics endred(35) thtbuf(36) thtbuf(36) thtbuf(36) endred(43)
38 : Lingering Radiation acc(38) acc(39) recred(39) recred(39) recred(40) endred(40)
41 : Conserve Power recred(41) recred(42) recred(42)
44 : Temp Invulnerability endred(44) damres(45) damres(45) damres(45)
47 : Power Boost recred(47) recred(48) recred(48) endred(48)
49 : Ring of Fire acc(49) dam(50) dam(50) dam(50)

-------------------------------------------

01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)

Slots late were actually difficult to place with so many powers that do not need a lot of slots. Adding RoF as a control/damage option at the end helped. As you can see, this build is heavily geared towards teaming, but some people prefer to build that way. I'd consider this and my alternate melee build to be extremes, but I like giving those as options, considering it's relatively easy to find a middle ground for yourself

VIII. Appendices

<ul type="square"> Appendix A. Using the Various Types of Control Contained in Fire [/b]
Immobilize powers 'root' a foe in one spot. While they are still able to shoot at you and your team/pets if they can see you, they will not be able to get close to you and use melee attacks such as punches, which are typically much more powerful than ranged attacks like blasts and guns. Most immobilizes will also prevent knockback and knockdown for a short time (roughly 5 seconds) after applied, with Gravity's immobilizes being the exception (but only for knockback, which they do not prevent). Gravity will still help a foe stand on a knockdown patch power. Because of this, in most situations, it is better not to use immobs on enemies standing on knockdown debuff patches such as Ice Slick, Earthquake, and Freezing Rain, which control through knockdown. Single target immobilizes are most useful against high level threats such as bosses and Archvillains (AVs), and also to add a bit or damage to your arsenal. In some sets, single target immobs can also pull down a flying foe (Gravity, Earth, Ice). For Area of Effect (AoE) immobilize powers, the area affected by the power is a circle, centered around whatever enemy you have targeted. To hit the most foes with targeted AoE powers such as this, target someone in the middle of a pack, not only horizontally, but depth-wise as well. Adjusting your camera angle can help here or else simply scrolling through your enemies with the TAB key. AoE immobilize powers are often combined with debuffs and/or AoE disorient powers, which cause mobs to wander around in a dazed state. Immobilizing them will prevent this and keep them close together forother AoE powers such as debuffs and attack powers. Without a good accuracy debuff or a control used on these mobs, it often will result in them turning their attention to you, since you are affecting their ability to attack. This can be dangerous and tactics such as ducking behind objects and walls and corners can be used to prevent taking too much damage as a result. Practice with any control long enough and you'll likely find many other, more complicated uses for them, in addition to their most basic function.

Hold powers are very useful and an important part of any control set. Affecting a foe with a hold renders them completely helpless. They cannot take action and are held in place for a short time. These powers are best used first on threats such as bosses and mezzing mobs, which are mobs that try to incapacitate you and your allies with holds, sleeps, and stuns, and even certain debuffs. AoE holds, which are activated differently among the various control sets, are very powerful tools also. Although they have a shorter base duration than single-target holds and also have a long recharge timer, AoE holds can really save your team's bacon in a sticky situation. When it appears that one or more teammates might die, and cause a collapse, using an AoE hold will usually give everyone ample time to heal up and gather themselves to finish the fight. AoE holds can also be used pro-actively of course by holding the mobs right when the fight starts, allowing your team to thin their numbers before they can emerge from the hold. Some AoE holds, such as for Gravity and Mind Control, are ranged and target-based, affecting any foes it hits in a circle around your target. Other sets, such as Fire and Ice Control, use player-based AoE (pbAoE) holds, which affect any mobs in a circle around you that the holds hit. Pulse-type control powers, like Choking Cloud and Volcanic Gases, take some getting use to, since they work on ticks, but hold duration enhancements allow those ticks to last longer, increasing the chances of foes being held continuously. Used in conjuncture with your single target hold, these powers are a good way to stack magnitude in order to get bosses held.

Slow powers reduce the run speed of enemies they affect. Many slow powers also slow the recharge time of an enemy's powers, but not all of them do, and these are two very important effects. A power such as Hot Feet or Quicksand only slows run speed, whereas powers like Lingering Radiation and Shiver (as well as most other Ice powers) debuff both run speed and recharge rate. By reducing run speed, you can force a foe to stay in a location for a longer amount of time. This is useful to keep foes who have been disoriented from wandering around or for keeping them in a tanker or blaster's Burn patch, or other similar uses. Slows are also useful to keep foes away from melee range of you and teammates. Slowing an enemy makes it easy to avoid allowing them to enter melee range and will allow you to attack them relatively safely for a longer amount of time even though they may be relatively close. Slow powers that also affect recharge rate are a great method of reducing the damage a team takes. When a foe's recharge rate is severely debuffed, they might stand around for a few moments before being able to attack again in some cases. Mitigating damage this way can be very effective.

Disorient, or stun, powers are much like holds. They leave a target helpless, but the target, instead of being held in one spot, will wander around, dazed. Combined with an AoE immobilize, AoE disorients will have the same basic effect of an AoE hold power. Multiple foes can be stunned, then rooted in one spot and stand


 

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...continued from post 1

<ul type="square">there helpless for a time. AoE disorient powers typically recharge faster than AoE holds, which is a great positive to such powers.[/list]<ul type="square"> Appendix B. Magnitude [/b]
I wanted to explain as best as I could and as best as I understand it how Magnitude works and therefore explain why some mobs are not always mezzed right away by certain, or any, mez powers. Mez powers include hold, sleep, disorient, fear, and confuse, but not immobilize. Most mobs have only a Mag 2 resistance to immobilize and can be rooted in one shot. When the power discriptions in charchater creation and in the manuals say that some more resistant foes will be resistant to a mez power, this is what it is referring to. Magnitude is the level of power (hold, stun, or otherwise) a foe needs to have applied to it in order to be affected. Minions have a Mag 1 resistance and Lieutenants have a resistance of Mag 2, and since most player control powers have a Magnitude of 3, then these enemies are affected with only one application of a control. Bosses, on the other hand, have a Mag 3 resistance, and since the Magnitude resistance must be overcome (it must be higher than their resistance, same amount doesn't cut it), they will remain unmezzed. A successful second application will mez the boss and they will remain held until the first mez wears off, at which point they will return to Mag 3 and become unmezzed. By constantly or regularly applying (spamming) a mez power on the boss, you can keep him at Mag 6 or above and keep him mezzed. Controllers also have the ability to land a 'critical' mez on a boss, meaning that each mez has a chance to be a Mag 4. Mesmerize from Mind Control, is always a Mag 4 sleep and will always sleep a boss than it hits. Some other powers only have a Mag 2 level of power. Such powers include Thunderclap from Storm Summoning, and Intimidate and Invoke Panic from the Presence power pool.

AVs have a very high level of resistance to all types of mez except sleep. They have only a Mag 3 resistance to sleep. Every once in a while, an AV will be reduced to boss level Mag resistance (Mag 3), and can be held with 2 or more mez powers. There are small purple triangles that float around an AV's head that indicate when they have high levels of mez resistance. When these triangles disappear, the AV can be easily held, however, their high resistance will come back after a little while. Certain mobs have high levels of resistance to certain types of mez, such as Nemesis, who are highly resistant to confuse powers. These should be noted as you encounter them.[/list] <ul type="square"> Appendix C. Targeted Toggle Debuffs [/b]
Targeted toggle debuffs, like Radiation Infection and Enervation Field, can become a regular annoyance when teammates kill your debuff target (a.k.a. anchor) quickly. With some observation, you can kind of figure out who your teammates are likely to take out last, therefore allowing the debuff to last longer. You can also communicate to them that they should save the debuff target for last. If you do this, pick a target that isn't a great threat like bosses or Quantum foes, since those guys should be taken down first. Also, if you are informing your team of who is being debuffed, try to find an anchor with a unique name (i.e. do not pick a Death Head Buckshot if there are three of them). A big challenge with toggle debuffs is getting them to affect the maximum number of foes, but with some practice, you'll be able to formulate your own science to achieve this using knockbacks, immobilizes and other mezzes, as well as other means.

It is important to shut these powers off if a foe should run out of your sight or towards another group. If he runs into a group that you are not currently fighting, then you will find yourself soon fighting more enemies than you meant to since debuffs will attract aggro.

Also, keeping foes close together will help these debuffs affect as many as possible. Powers like AoE holds and immobilizes can help you do this.[/list] <ul type="square"> Appendix D. Working With Pets, or, How To Not Hate Your Imps [/b]
Imps can be very tricky creatures to wrangle indeed. In part because there are three of them, in part because they are rather quick on their feet, and also in part because they only have melee attacks and therefore will run after a fleeing foe to attack him. But there is a way to minimize this inherent clumsiness. Using a pet's aggro range, you can position yourself so that your pet(s) will attack only the foe(s) you want them to. When you get close enough to a foe (about 20 feet-the aggro range), the Imps will aggro to that enemy and attack it. Once they have aggroed, their aggro range transfers about the same distance to any other foes in the vicinity, increasing their effective aggro range. In other words, they will freely jump to other targets about 20-30 feet from any target you are close to, until they get too far away (about 50-60 feet) . As you might see, this can be a danger.

In a situation where there are two groups relatively close together and you wish to remove one group before engaging the second group, position the group you wish to attack, as best as you can, between yourself and the second group. When you get close enough to the first group, the Imps will aggro and begin the fight. If you are going to use a melee range control like Cinders, now is the time to use it. After this, back up around 30-40 feet and control/debuff from this distance. The Imps will continue to fight. If you back up much further, the Imps will stop attacking, even if the mobs are still standing, and attempt to return to you. This distance is about 50-60 feet from a pet and is what I refer to as the 'pet leash'. By standing close to that distance, your pet(s) will not be tempted to move on to the next group, because they will be too far away from you. This is how I like to to 'leash' a pet.

You can also usually get the Imps to begin the fight without you taking the initial attack (alpha strike) from the group. It takes some practice to learn the border of their aggro range, but by inching up slowly to a group, you can usually get the Imps to charge in before the mobs see you, barring a few special mobs like snipers. It's also a big help if the mobs aren't facing you. In this case, you can often get even closer, and maybe even use Cinders before they see you. I've gotten to where I can approach a group and begin casting Radiation Infection, then as RI is casting, the Imps will aggro, RI will finish casting basically as they attack, and I can then backup while using Flashfire to stun the mobs and avoid taking any damage at all in a lot of cases.[/list] <ul type="square"> Appendix E. Containment [/b]
Containment, introduced in Issue 5, is the controller AT's inherent power. Inherent powers are not enhanceable, but for some ATs, there is a tangible way to benefit from them. Controllers are one such AT. Containment provides double damage on your powers to any foe that is already immobilized, held, slept, or stunned, regardless of whether you, another controller, or any other player held them. Because of this, controllers have come to regard 'setting up Containment' as an important tactic, in order to get more damage out of their attacks. Ideal powers for this include AoE immobilize powers due to a fast recharge. These powers can be used every fight to enable Containment, and then holds, APP attacks, and other controls and pool attacks, can be used to squeeze more damage from your hero. Other AoE controls too can be used to open Containment on a large number of foes too, and so can individual powers like single-target holds and immobilizes. Using an AoE though allows quick set up of Containment so damage can immediately be delivered in large quantities . A very popular APP is Fire Mastery due to Containment (probably would be without it too). Players can cast an AoE stun or hold and/or immobilize them and then shoot a Fireball and significantly reduce the health of a large number of baddies all in one swift motion, making them easy pickings for teammates and/or pets. Currently, placed damage powers such as Ice Storm and also pets, do not benefit from Containment.[/list] <ul type="square"> Appendix F. Enhancement Diversification [/b]
Enhancement Diversification, or ED for short, was introduced in Issue 6 in order to reduce the effectiveness of enhancements when several of them were slotted in one power. When slotting for an aspect in a power, such as for damage or for mez duration, enhancement lose a great deal of effectiveness after the third enhancement of one type. For example, if you slot damage into a power, the first even level Single Origin enhancement (SO) will add 33% to you base damage level. A second even level SO will also provide 33% while a third will only provide around 30%, still remaining very effective and bringing your power's damage up to 196% or so of base damage. But if you add a third, the power is greatly reduced to around 8% and isn't recommended. This is why I do not recommend more than 3 slots of anything in any of the powers. They simply won't be very effective. And powers that only take one type of enhancement will not ever require any more than three slots.

Since ED, I've removed or changed the slotting of any enhancement where I had more than 3, so that none of my slots go to waste. ED, while reducing the overall damage and control power of many players' toons, provides a surplus of slots to devote to other powers now. It's now hard to find a build that requires more slots than you are given by level 50 and most builds have extra. To make up for the loss of power, XP has been increased to even back out our rate of leveling.[/list]
Good luck with your toon and I hope to see you out there! If you have as much fun as I did leveling, and as I do now at 50, you'll have a blast


 

Posted

Just a few comments from my experience on how to make a soloist Fire/Radiation:

1) Take Ring of Fire early! It's your best damage/endurance attack until you get Fire Imps. Slot it 1acc/1endredux/3dmg and you'll have a solid attack that will bring down fliers and stack quickly to take down single foes, not to mention it has above average accuracy.

2) Restrain yourself from taking powers with high endurance cost before you get Stamina (which should if at all possible be done at 20). More specifically, don't take anything from your primary except Char, Ring of Fire, or Smoke (and I don't recommend Smoke, except as a "just for fun" power) before you have Stamina and SOs. As for your secondary, skip Enervating Field until SOs, as well. Before Stamina, the drain on your endurance is just not worth the benefit it provides. Your endurance bar will thank you! Further reasoning: Before SOs, all other powers have accuracy penalties or are too endurance hungry to be useful until you can slot SOs to overcome those drawbacks.

3) Have some form of stealth: Controllers benefit a lot (especially early on) from being able to determine when a fight starts, and where. Keeping certain mobs immobilized far enough away will completely remove them from combat, effectively acting like a hold, and starting a battle from maximum range will give you the best chance of setting things up properly. I prefer Super Speed as my stealth power, because it offers a great travel power, as well (but I do recommend any other travel power as a backup, with CJ/SJ/Acrobatics being my first choice and Air Superiority/Fly a close second. If RoF did not have a -fly component, I would probably reverse the two, but since it does, I opt for the added KB protection, which will be VERY useful once you hit the 20s and Freakshow start showing up in missions.

4) Remember your primary goal is damage, control is secondary. Personally, I feel this is true of any controller, but especially true of the soloing controller. Now this goal includes setting up containment, to maximize damage, so really control and damage are synonymous, but it also means slotting RoF for pure damage, and perhaps slotting Char for a bit of damage (but set up your control aspect first, with SOs, then use remaining slots for damage. Char has many useful configurations, so figure out just how much hold you want, in addition to slotting for endurance and recharge to taste, and if any slots are left over, throw damage in there).

5) Have Accelerate Metabolism and Hasten by level 12: These powers, when alternated, will give you a boost to your damage and control that will probably save your life on more than one occasion. Only use them simultaneously in emergencies, otherwise, use one, then the other, alternating. This way, you will almost always have one running, which will speed up your arresting rate, and enhance your surviveability greatly.

6) Learn your mobs: If you are new to the game, pay attention to the range and status effects of various mob powers. This way, you'll learn which mobs need to be held immediately, and which should be immobilized at range to completely negate their powers (Buckshots and Flamethrower mobs, for instance). When you get really good at this, you'll find that even longer range mobs have a bit less range than you do on their attacks, in some cases, allowing you to negate many mobs just by ensuring you immobilize them at the maximum range.


 

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&lt;QR&gt;

To the OP: Wow - awesome guide. Just started a Fire Rad yesterday &amp; am really excited at the potential for both team &amp; solo play. Am playing a fire Kin atm which is fun but Rad just looks...interesting. Big thumbs up on the guide though.

Just 3 questions -
1. How would you slot choking cloud? Sounds like a cool power that I want to use.
2. Any ideas where I can get some stats outside of a hero planner?
3. Any ideas on strategy or specific tactics that can be used for pulling, herding, street sweeping etc?

To Antiangst - Great tips for the soloist. Was not thinking about a potential respec build but maybe I should! I always seem to want to avoid Ring Of Fire.....


 

Posted

REALLY nice guide! Very comprehensive, thanks for sharing!

I find */rad lends very well to some safe scrapping with my Beti Hott and hot feet demands melee range, so unless I am teaming, my toon is usually in the 'heat' of battle, up close and personal. As I solo more than team with her due to time conflicts, this works very well. Even so, she is invaluable on the team and I try to keep a gimick or two set aside that is uber team-friendly, like recall friend and mutate.

I have never considered even trying Fallout, but after what you wrote above, I think I might try it on test, just to see how it works with mutate. I'm sure I'd be laughed at if anyone bothered to look at Beti's powers, but there are times when no matter what, things go sour and someone ends up face-planting. Recall friend may not even be needed if Fallout works well enough. (Though I understand recall friend has other applications.)

My fire/rad troller has been, hands down, my most fun toon ever. She's really amazing, all things considered. After Containment hit, her damage output has been impressive, without imps, even! Hard to believe I was so upset upon first hearing about containment until I tried it on test... now, I never want the devs to change it!

!!!I LOVE CONTAINMENT!!!

Just so the devs know.

Again, super guide!


 

Posted

my 2 influence:

Smoke and Bonfire: Unless you want to lean heavily on some pool powers, I would take both for PvE. Neither is bread or butter, but both are effective.

Smoke is really nice coupled with SS + Stealth to provide a limited Group Invisibility. If you do have it you start with this every time. It is also good in the 40+ range in those really cramped Malta missions where you are afraid to pull multiple spawns. Depending on your build etc. maybe a range, or a recharge, I think it is no longer autohit.. so maybe an acc.

Bonfire shines in cramped, heavily populated maps. Like the Orenbega maps. It is also sweet for the respec mission in Terra Volta. With 3 Recharge SO's you can get 3 out at once (with hasten and AM) it is fun bouncing Freakshow tanks like pinball. Bonfire was all powerful back in the day, when you could PL thoese CoT portal missions. They provide sustaining control kinda like a toggle but without costing end. You could build a character around Bonfire. 3 recharge, 2 end red, 1 range.

Flashfire is the best control power fire has. Once this is slotted and once you have imps you can respec out of RoF and Fire Cages (if you want of course) 6 slot love here. Only using Char on bosses or stragglers. However Flashfire is the sux in PvP.


All in all you have 2 basic plans you can scraptroll or you can be ranged. Fire/rad have so many options that I suggest doing both! Use your respecs to keep your character fresh.

The only power I would totally avoid is Fallout. That said I haven't used it with containment but unless it has been tweaked in the last year or so, its area of effect is just too small. Get a power like Vengeance instead if you want a dead body power.


 

Posted

one usefull tactic when dealing with imps and getting them to both draw agro and where you want them.

With SS and/or stealth run at a spawn group and jump over them when you land (or sometimes when you are halfway over the top) your imps will hit agro range, following you into the spawn group. Note you are on the otherside not IN the spawn. Queue flashfire just before you land to go off just after alpha strike on imps. Follow up with LR or Firecages and EF.

You win again!


 

Posted

[ QUOTE ]
Just a few comments from my experience on how to make a soloist Fire/Radiation:

1) Take Ring of Fire early! It's your best damage/endurance attack until you get Fire Imps. Slot it 1acc/1endredux/3dmg and you'll have a solid attack that will bring down fliers and stack quickly to take down single foes, not to mention it has above average accuracy.

2) Restrain yourself from taking powers with high endurance cost before you get Stamina (which should if at all possible be done at 20). More specifically, don't take anything from your primary except Char, Ring of Fire, or Smoke (and I don't recommend Smoke, except as a "just for fun" power) before you have Stamina and SOs. As for your secondary, skip Enervating Field until SOs, as well. Before Stamina, the drain on your endurance is just not worth the benefit it provides. Your endurance bar will thank you! Further reasoning: Before SOs, all other powers have accuracy penalties or are too endurance hungry to be useful until you can slot SOs to overcome those drawbacks.

3) Have some form of stealth: Controllers benefit a lot (especially early on) from being able to determine when a fight starts, and where. Keeping certain mobs immobilized far enough away will completely remove them from combat, effectively acting like a hold, and starting a battle from maximum range will give you the best chance of setting things up properly. I prefer Super Speed as my stealth power, because it offers a great travel power, as well (but I do recommend any other travel power as a backup, with CJ/SJ/Acrobatics being my first choice and Air Superiority/Fly a close second. If RoF did not have a -fly component, I would probably reverse the two, but since it does, I opt for the added KB protection, which will be VERY useful once you hit the 20s and Freakshow start showing up in missions.

4) Remember your primary goal is damage, control is secondary. Personally, I feel this is true of any controller, but especially true of the soloing controller. Now this goal includes setting up containment, to maximize damage, so really control and damage are synonymous, but it also means slotting RoF for pure damage, and perhaps slotting Char for a bit of damage (but set up your control aspect first, with SOs, then use remaining slots for damage. Char has many useful configurations, so figure out just how much hold you want, in addition to slotting for endurance and recharge to taste, and if any slots are left over, throw damage in there).

5) Have Accelerate Metabolism and Hasten by level 12: These powers, when alternated, will give you a boost to your damage and control that will probably save your life on more than one occasion. Only use them simultaneously in emergencies, otherwise, use one, then the other, alternating. This way, you will almost always have one running, which will speed up your arresting rate, and enhance your surviveability greatly.

6) Learn your mobs: If you are new to the game, pay attention to the range and status effects of various mob powers. This way, you'll learn which mobs need to be held immediately, and which should be immobilized at range to completely negate their powers (Buckshots and Flamethrower mobs, for instance). When you get really good at this, you'll find that even longer range mobs have a bit less range than you do on their attacks, in some cases, allowing you to negate many mobs just by ensuring you immobilize them at the maximum range.

[/ QUOTE ]

7) Ignore the first couple bullets, as skipping out on fire cages, flashfire, hot feet, and cinders until AFTER 20 will make you quit playing your controller before you even get a travel power, let alone to Stamina.


 

Posted

[ QUOTE ]
my 2 influence:

Smoke and Bonfire: Unless you want to lean heavily on some pool powers, I would take both for PvE. Neither is bread or butter, but both are effective.

Smoke is really nice coupled with SS + Stealth to provide a limited Group Invisibility. If you do have it you start with this every time. It is also good in the 40+ range in those really cramped Malta missions where you are afraid to pull multiple spawns. Depending on your build etc. maybe a range, or a recharge, I think it is no longer autohit.. so maybe an acc.

Bonfire shines in cramped, heavily populated maps. Like the Orenbega maps. It is also sweet for the respec mission in Terra Volta. With 3 Recharge SO's you can get 3 out at once (with hasten and AM) it is fun bouncing Freakshow tanks like pinball. Bonfire was all powerful back in the day, when you could PL thoese CoT portal missions. They provide sustaining control kinda like a toggle but without costing end. You could build a character around Bonfire. 3 recharge, 2 end red, 1 range.

Flashfire is the best control power fire has. Once this is slotted and once you have imps you can respec out of RoF and Fire Cages (if you want of course) 6 slot love here. Only using Char on bosses or stragglers. However Flashfire is the sux in PvP.


All in all you have 2 basic plans you can scraptroll or you can be ranged. Fire/rad have so many options that I suggest doing both! Use your respecs to keep your character fresh.

The only power I would totally avoid is Fallout. That said I haven't used it with containment but unless it has been tweaked in the last year or so, its area of effect is just too small. Get a power like Vengeance instead if you want a dead body power.

[/ QUOTE ]

I respeced out of smoke some time ago and while I am still somewhat iffy on the decision, I haven't noticed it affecting my playstyle at all (though it was very good for lower levels and traveling in the Hollows). I have never tried bonfire and have since copied Beti to test to try it out. There are so many mixed feelings about that power that I decided to make up my own mind first hand. Most people say skip it, which I have done for a very long time now. I don't want to take a dead body power like vengeance as I don't have two other powers to spare to get to it. Believe me, I know Fallout is touted as a ridiculous waste of space, which is why I wanted to Test it. Just for fun. (Though one day I want to make a toon that is all about just trying those powers I could never fit into my other builds.)

Flashfire IS, I agree, teh awesome here. And while I might be committing fire controller blasphemy, I am seriously thinking about dropping Cinders altogether since I never use it except when I accidently think it's flashfire. If bonfire pans out, that may be the one I take and maybe grab Cinders again much later in the game.

I respectfully disagree about respecing out of fire cages once flashfire is obtained... I find fire cages invaluable for keeping dazed MOBs from staggering off after opening with FF. SS+FF+FC+RI(optional)+HF with a char spamming ends MOBs FAST. Beti can easily take down oranges and reds in record time, a good spawn of them. Radiation Infection is good for more than three in a spawn, but they'll all be 'arrested' too quickly in a spawn of three or less, so RI isn't worth putting up most the time (unless there is a boss or you feel you're taking too much damage). Since I'm not attacking, I can run in with SS and let off FlashFire before supression and before the MOBs can react to her presence, hit fire cages so they don't wander off, activate hot feet and throw char around with an added dash of fire cages and this really does the trick.

The suggestion to use respecs to try out both ranged and melee fire/rad trollers is a very good one and will be tested. I know your post wasn't necessarily directed at me, but thanks for sharing your two inf.! You gave me some good things to consider.

(and I love that we get the veterans rewards now... what a super idea! I so adore Sands of Mu as a great extra attack and filler power. Reliable? Well, with RI it tends to be pretty okay and lots of fun to use.)


 

Posted

Some good recommendations if you want to solo. I'd add to pick up Air Superiority as good damage mitigation as well as damage. The stealth effect can be acheived with Smoke as well.


 

Posted

[ QUOTE ]
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To the OP: Wow - awesome guide. Just started a Fire Rad yesterday &amp; am really excited at the potential for both team &amp; solo play. Am playing a fire Kin atm which is fun but Rad just looks...interesting. Big thumbs up on the guide though.

Just 3 questions -
1. How would you slot choking cloud? Sounds like a cool power that I want to use.
2. Any ideas where I can get some stats outside of a hero planner?
3. Any ideas on strategy or specific tactics that can be used for pulling, herding, street sweeping etc?

To Antiangst - Great tips for the soloist. Was not thinking about a potential respec build but maybe I should! I always seem to want to avoid Ring Of Fire.....

[/ QUOTE ]
Clearly I stopped checking this thread a long time ago, but I was on my seldom used web page today and decided to click the links. Thanks for the props!

1) 3 end, 2 hold and a recharge (90 second recharge timer if it gets detoggled). I actually have CC now in my build. It works great in a melee build, allowing me to focus on bosses more and casting debuffs/buffs.
2) Not other than planners, tho herostats can record your own over time
3) I believe I have some mentioned in my other controller guide here


 

Posted

[ QUOTE ]
Accelerate Metabolism (level 4): AM boosts you and any nearby allies' damage, recharge speed, endurance recovery, run speed, and resistance to status effects. Looks similar to Radiant Aura, but leaves anyone affected with a greenish glow as long as it lasts. The only enhanceable benefits of the power are the run speed and endurance recovery. You cannot increase the amount of recharge reduction it provides, but slotting recharge will bring the power back faster. You also cannot slot for the damage increase or status resist. I'm of the opinion that the status protection is the most important aspect of AM and therefore recommend slotting for recharge first, so that you have that protection more of the time. After this, endurance recovery can be slotted whenever you find extra slots. This aspect, while beneficial, is more a luxury imo, but most builds can find room for endurance mods.
Slotting: 3rech, 1-3endurance modification

[/ QUOTE ]


Accelerate Metabolism's buffs are very helpful in both team and solo play. They don't look like a lot but with stamina it can push you just over the edge to where you won't run out of endurance, even if not it can help you fight a LOT longer solo. And in teams it gives that benefit to everybody. Not only that but it also gives you the equivalent damage boost of one siphon power, not great in the later levels, but very good in the low levels where you know exaclty how many hits of which powers it'll take to take down each guy. Now the real beauty comes when you have more than one AM on you at once. You already start to see a significant boost to your team's overall effectiveness at everything related to offense once you have two on. But if you manage to have 3 or 4 then you're in business, your team can take out mobs much faster especially at the lower levels where the +100% base damage will make a greater difference because you don't have that much from enhancements. And then there's also superteams that have 8 AMs, it's pretty cool to get superspeed at level 2 or 4.

The real beauty of Accelerate Metabolism is that it doesn't buff one or two stats a lot but a bunch of stats a bit. At first this really doesn't seem to good. But it's because of this that when you have a lot of them stacked it's so strong, you don't hit any caps and that one tiny buff for each stat suddenly turned into a huge one.


 

Posted

what is recred? what do all your acronyms mean?


 

Posted

Any chance I could talk you into updating your build with IO Set information? I'm starting up a Fire/Rad and looking for information and recommendations.


 

Posted

Unfortunately, I haven't found as much time recently to keep any of my guides up to date. Currently I don't have plans to update this one or either of the other two.


 

Posted

[ QUOTE ]
Any chance I could talk you into updating your build with IO Set information? I'm starting up a Fire/Rad and looking for information and recommendations.

[/ QUOTE ]

I won't commit PvP wise but PvE, I just don't see a fire/rad getting a whole lot of benefit from slotting IO sets. That might change when i11 comes out with more variety of sets. But right now, they just don't offer my build any value.

This is what I did:

Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php

Kedem: Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Char <ul type="square">[*] (A) HamiO:Endoplasm Exposure[*] (3) HamiO:Endoplasm Exposure[*] (3) HamiO:Endoplasm Exposure[*] (5) Recharge Reduction IO[*] (5) Recharge Reduction IO[*] (7) Recharge Reduction IO[/list]Level 1: Radiant Aura <ul type="square">[*] (A) HamiO:Golgi Exposure[*] (7) HamiO:Golgi Exposure[*] (9) HamiO:Golgi Exposure[*] (9) Recharge Reduction IO[*] (11) Recharge Reduction IO[/list]Level 2: Radiation Infection <ul type="square">[*] (A) HamiO:Enzyme Exposure[*] (11) HamiO:Enzyme Exposure[*] (13) HamiO:Enzyme Exposure[/list]Level 4: Accelerate Metabolism <ul type="square">[*] (A) Recharge Reduction IO[*] (13) Recharge Reduction IO[*] (15) Recharge Reduction IO[*] (15) Endurance Modification IO[/list]Level 6: Swift <ul type="square">[*] (A) Flight Speed IO[*] (17) Flight Speed IO[*] (17) Flight Speed IO[/list]Level 8: Hover <ul type="square">[*] (A) Flight Speed IO[*] (19) Flight Speed IO[*] (19) Flight Speed IO[/list]Level 10: Enervating Field <ul type="square">[*] (A) Endurance Reduction IO[*] (21) Endurance Reduction IO[/list]Level 12: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (21) Recharge Reduction IO[*] (23) Recharge Reduction IO[/list]Level 14: Fly <ul type="square">[*] (A) Flight Speed IO[*] (23) Flight Speed IO[*] (25) Flight Speed IO[/list]Level 16: Hurdle <ul type="square">[*] (A) Jumping IO[/list]Level 18: Cinders <ul type="square">[*] (A) HamiO:Endoplasm Exposure[*] (25) HamiO:Endoplasm Exposure[*] (27) HamiO:Endoplasm Exposure[*] (27) Recharge Reduction IO[*] (29) Recharge Reduction IO[*] (29) Recharge Reduction IO[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (31) Endurance Modification IO[*] (31) Endurance Modification IO[/list]Level 22: Flashfire <ul type="square">[*] (A) HamiO:Endoplasm Exposure[*] (31) HamiO:Endoplasm Exposure[*] (33) HamiO:Endoplasm Exposure[*] (33) Recharge Reduction IO[*] (33) Recharge Reduction IO[*] (34) Recharge Reduction IO[/list]Level 24: Fire Cages <ul type="square">[*] (A) Accuracy IO[*] (34) Accuracy IO[*] (36) HamiO:Peroxisome Exposure[*] (46) HamiO:Peroxisome Exposure[/list]Level 26: Lingering Radiation <ul type="square">[*] (A) Accuracy IO[*] (36) Accuracy IO[*] (36) Accuracy IO[*] (37) Recharge Reduction IO[*] (37) Recharge Reduction IO[*] (37) Recharge Reduction IO[/list]Level 28: Mutation <ul type="square">[*] (A) Recharge Reduction IO[*] (34) Recharge Reduction IO[/list]Level 30: Assault <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 32: Fire Imps <ul type="square">[*] (A) HamiO:Nucleolus Exposure[*] (39) HamiO:Nucleolus Exposure[*] (39) HamiO:Nucleolus Exposure[*] (39) Recharge Reduction IO[/list]Level 35: Tactics <ul type="square">[*] (A) Endurance Reduction IO[*] (40) To Hit Buff IO[*] (40) To Hit Buff IO[*] (46) To Hit Buff IO[/list]Level 38: EM Pulse <ul type="square">[*] (A) HamiO:Endoplasm Exposure[*] (40) HamiO:Endoplasm Exposure[*] (42) HamiO:Endoplasm Exposure[*] (42) Recharge Reduction IO[*] (42) Recharge Reduction IO[*] (43) Recharge Reduction IO[/list]Level 41: Fire Ball <ul type="square">[*] (A) HamiO:Nucleolus Exposure[*] (43) HamiO:Nucleolus Exposure[*] (43) HamiO:Nucleolus Exposure[*] (45) Recharge Reduction IO[*] (45) Recharge Reduction IO[/list]Level 44: Fire Blast <ul type="square">[*] (A) HamiO:Nucleolus Exposure[*] (45) HamiO:Nucleolus Exposure[*] (46) HamiO:Nucleolus Exposure[/list]Level 47: Consume <ul type="square">[*] (A) Accuracy IO[*] (48) Accuracy IO[*] (48) Endurance Modification IO[*] (48) Recharge Reduction IO[*] (50) Recharge Reduction IO[/list]Level 49: Vengeance <ul type="square">[*] (A) Defense Buff IO[*] (50) Defense Buff IO[*] (50) Defense Buff IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Damage Increase IO[/list]Level 1: Sprint <ul type="square">[*] (A) Unbounded Leap - +Stealth[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 1: Containment



<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />


 

Posted

[ QUOTE ]

I won't commit PvP wise but PvE, I just don't see a fire/rad getting a whole lot of benefit from slotting IO sets. That might change when i11 comes out with more variety of sets. But right now, they just don't offer my build any value.


[/ QUOTE ]

I've seen the light, and IO's can improve my build. My main concern is having more recharge and more recovery. The goal is to have a aoe control up every fight.

(This is in no way a leveling build or PvP or anything other than me making minimal sacrifices to gain more recharge and recovery.)

Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php

Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Char <ul type="square">[*] (A) Paralytic - Accuracy/Recharge[*] (3) Paralytic - Accuracy/Hold/Recharge[*] (3) Essence of Curare - Accuracy/Hold[*] (5) HamiO:Endoplasm Exposure[*] (5) HamiO:Endoplasm Exposure[*] (7) Recharge Reduction IO[/list]Level 1: Radiant Aura <ul type="square">[*] (A) Doctored Wounds - Heal/Endurance[*] (7) Doctored Wounds - Endurance/Recharge[*] (9) Doctored Wounds - Heal/Recharge[*] (9) Doctored Wounds - Heal/Endurance/Recharge[*] (11) Doctored Wounds - Heal[*] (43) Doctored Wounds - Recharge[/list]Level 2: Radiation Infection <ul type="square">[*] (A) HamiO:Enzyme Exposure[*] (11) HamiO:Enzyme Exposure[*] (13) HamiO:Enzyme Exposure[/list]Level 4: Accelerate Metabolism <ul type="square">[*] (A) Recharge Reduction IO[*] (13) Recharge Reduction IO[*] (15) Recharge Reduction IO[/list]Level 6: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 8: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (15) Recharge Reduction IO[*] (17) Recharge Reduction IO[/list]Level 10: Enervating Field <ul type="square">[*] (A) Endurance Reduction IO[*] (17) Endurance Reduction IO[/list]Level 12: Fire Cages <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage[*] (19) Positron's Blast - Damage/Endurance[*] (19) Positron's Blast - Damage/Recharge[*] (21) Positron's Blast - Damage/Range[*] (21) Positron's Blast - Accuracy/Damage/Endurance[/list]Level 14: Super Speed <ul type="square">[*] (A) Run Speed IO[/list]Level 16: Hurdle <ul type="square">[*] (A) Jumping IO[/list]Level 18: Cinders <ul type="square">[*] (A) Paralytic - Accuracy/Recharge[*] (23) Paralytic - Accuracy/Hold/Recharge[*] (23) Essence of Curare - Accuracy/Hold[*] (25) HamiO:Endoplasm Exposure[*] (25) HamiO:Endoplasm Exposure[*] (27) Recharge Reduction IO[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (43) Endurance Modification IO[*] (46) Endurance Modification IO[/list]Level 22: Flashfire <ul type="square">[*] (A) Stupefy - Accuracy/Recharge[*] (27) Stupefy - Endurance/Stun[*] (29) Stupefy - Stun/Range[*] (29) Stupefy - Accuracy/Endurance[*] (31) Stupefy - Accuracy/Stun/Recharge[*] (31) Recharge Reduction IO[/list]Level 24: Lingering Radiation <ul type="square">[*] (A) Tempered Readiness - Accuracy/Slow[*] (31) Tempered Readiness - Endurance/Recharge/Slow[*] (33) Tempered Readiness - Accuracy/Endurance[*] (33) Tempered Readiness - Accuracy/Damage/Slow[*] (33) Tempered Readiness - Range/Slow[*] (34) Recharge Reduction IO[/list]Level 26: Assault <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 28: Tactics <ul type="square">[*] (A) HamiO:Cytoskeleton Exposure[*] (34) HamiO:Cytoskeleton Exposure[*] (34) To Hit Buff IO[/list]Level 30: Mutation <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 32: Fire Imps <ul type="square">[*] (A) Blood Mandate - Accuracy/Damage[*] (36) Blood Mandate - Damage[*] (36) Accuracy IO[*] (36) HamiO:Nucleolus Exposure[*] (46) Sovereign Right - Resistance Bonus[/list]Level 35: Fallout <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage[*] (37) Positron's Blast - Damage/Endurance[*] (37) Positron's Blast - Damage/Recharge[*] (37) Positron's Blast - Damage/Range[*] (40) Positron's Blast - Accuracy/Damage/Endurance[/list]Level 38: EM Pulse <ul type="square">[*] (A) Paralytic - Accuracy/Recharge[*] (39) Paralytic - Accuracy/Hold/Recharge[*] (39) Essence of Curare - Accuracy/Hold[*] (39) HamiO:Endoplasm Exposure[*] (40) HamiO:Endoplasm Exposure[*] (40) Recharge Reduction IO[/list]Level 41: Fire Ball <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage[*] (42) Positron's Blast - Damage/Endurance[*] (42) Positron's Blast - Damage/Recharge[*] (42) Positron's Blast - Damage/Range[*] (43) Positron's Blast - Accuracy/Damage/Endurance[/list]Level 44: Fire Blast <ul type="square">[*] (A) Decimation - Accuracy/Damage[*] (45) Decimation - Damage/Endurance[*] (45) Decimation - Damage/Recharge[*] (45) Decimation - Accuracy/Endurance/Recharge[*] (46) Decimation - Accuracy/Damage/Recharge[/list]Level 47: Consume <ul type="square">[*] (A) Accuracy IO[*] (48) Accuracy IO[*] (48) Endurance Modification IO[*] (48) Recharge Reduction IO[*] (50) Recharge Reduction IO[/list]Level 49: Vengeance <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (50) Luck of the Gambler - Defense[*] (50) Defense Buff IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+3.15% Max Endurance[*]+27% Enhancement(Accuracy)[*]+4% Enhancement(Heal)[*]+47.5% Enhancement(RechargeTime)[*]+1.5% Enhancement(Slow)[*]+3% Enhancement(Stun)[*]+36.2 (3%) HitPoints[*]+MezResist(Immobilize) (Mag 2.75%)[*]+MezResist(Terrorized) (Mag 2.2%)[*]+16% Recovery[*]+10% Regeneration[*]+5.99% Resistance(Fire)[*]+5.99% Resistance(Cold)[*]+1.26% Resistance(Toxic)[*]+1.26% Resistance(Psionic)[*]+PBAoE (20ft) Pet +Res(All but Psionic) 10%[/list]


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Posted

I hit 50 tonight using this as my primary guide. Thanks for all the useful info and tactics.


 

Posted

Amazing guide!

I am playing in a team of Fire/Rads and as this guide mainly discusses soloing, I was wondering what changes to the build could be made if as many as six Fire/rads were playing together.

Do the Leadership pool become usable? How does the presence of 18 imps affect the debuff anchor powers?

Basically we are all meele-oriented and charge in with imps on crack (AM) and hot feet/CC blazing. We could probably finetune that tactic, but it is loads of fun.

Right now we do not have synched builds, but everyone just took things they thought useful, although the differences are quite small.