Ian's guide to an awesome Fire/Rad corruptor
I'd appreciate any feedback as far as things to add or change. Thanks
Liberty
My 50s:
Hero: Armor Assassin (scrapper), Cross Dresser (scrapper), Surly Seaman (blaster), Defensive End (Tank), Rad Rhino (Cont)
Villain: Beast Infection (Corr), Sweet Zombie Jesus (MM), Milk Weasel (Stalker), Orgullo (MM), Agent Eris (Crab)
Guide looks good to me.
I would slot Lingering rad with 2 acc 2 slow and 2 recharge and only put on end red in CJ and acrobatics as they don't have a high end cost.
Enervating field with 3 end red is kinda overkill too maybe 2 tops
Should 6 slot EM Pulse also 2 hol 2 acc 2 recharges.
Thats how I have my rad/rad slotted at least
and
and not an energy aura one, because they suck at drawing aggro, trust me.
I have no problems drawing aggro with my SS/EA brute
�The only way to deal with an unfree world is to become so absolutely free that your very existence is an act of rebellion."
@Mr. Magnifico
1 slotted Health shouldn't be that bad with your heal but I'd probably give that 3 slots also.
�The only way to deal with an unfree world is to become so absolutely free that your very existence is an act of rebellion."
@Mr. Magnifico
I'm happy with my slotting, i meant advice as to what to talk about that i didn't. The slotting is more of a "this is how i have it" style. and i do need all those end reducs, because even with AM on i can still run out with the toggles up and attacks flying
thanks for the suggestions though
Liberty
My 50s:
Hero: Armor Assassin (scrapper), Cross Dresser (scrapper), Surly Seaman (blaster), Defensive End (Tank), Rad Rhino (Cont)
Villain: Beast Infection (Corr), Sweet Zombie Jesus (MM), Milk Weasel (Stalker), Orgullo (MM), Agent Eris (Crab)
Nice guide and good feedback. I enjoyed reading it. However, I took hasten a lot sooner on my fire/rad and it seemed to help a lot. I like the idea of going to SJ rather than SS though. It is an interesting concept!
Nice.
/favorite
Back after 18 months away!
thanks for your responses
Liberty
My 50s:
Hero: Armor Assassin (scrapper), Cross Dresser (scrapper), Surly Seaman (blaster), Defensive End (Tank), Rad Rhino (Cont)
Villain: Beast Infection (Corr), Sweet Zombie Jesus (MM), Milk Weasel (Stalker), Orgullo (MM), Agent Eris (Crab)
Nice guide!
I have a suggestion on strategy and slotting. Often I won't have time to lead off with RI. This is especially true when you get adds or are fighting in an area where you cannot pull and you need debuffs up fast. In that case, I always lead off with EF to reduce incoming damage and if LR is up I will then hit them with LR. If it's a large group I will sometimes lead off with LR since it also reduces incoming damage due to the -recharge. Because I will often use LR on an undebuffed group, I prefer 2 accuracy SO's in it. I have LR slotted: 2 acc, 2 recharge, 2 slow. I do this because I usually fight reds and purples as a matter of course.
question do you really need three end redx on acro?
I wouldn't say you need to have them, but it's nice because both sets are already endurance heavy and acro is something you'll want on at all times to keep holds from affecting you, so keeping it at minimal endurance use is especially nice.
if you don't want to slot it taht way, try deleting two of them and see if you suffer endurance-wise, then make a decision
Liberty
My 50s:
Hero: Armor Assassin (scrapper), Cross Dresser (scrapper), Surly Seaman (blaster), Defensive End (Tank), Rad Rhino (Cont)
Villain: Beast Infection (Corr), Sweet Zombie Jesus (MM), Milk Weasel (Stalker), Orgullo (MM), Agent Eris (Crab)
No you don't need 3 endurance reducers in either Acrobatics or in Combat Jumping. CJ really doesn't need an end reducer but Acro does.
[ QUOTE ]
Nice guide!
I have a suggestion on strategy and slotting. Often I won't have time to lead off with RI. This is especially true when you get adds or are fighting in an area where you cannot pull and you need debuffs up fast. In that case, I always lead off with EF to reduce incoming damage and if LR is up I will then hit them with LR. If it's a large group I will sometimes lead off with LR since it also reduces incoming damage due to the -recharge. Because I will often use LR on an undebuffed group, I prefer 2 accuracy SO's in it. I have LR slotted: 2 acc, 2 recharge, 2 slow. I do this because I usually fight reds and purples as a matter of course.
[/ QUOTE ]
As a long time rad player here's the problem with your tactic. Hitting the mobs with EF first will indeed reduce the oncomming alpha strike. And hitting them with LR next (or first doesn't matter) will reduce following damage. HOWEVER, hitting the group with RI FIRST gives a much better damage decrease due to the fact that when the mobs fire that alpha strike their accuracy is severly reduced from the getgo.
Here's some fake BS numbers to make it easy to explain:
Group of 10 each does 100 damage with his hit. ToHit of mobs is 50% (All minions to make it easy and even level)
Base alpha strike = 500
Leading with RI accuracy is reduced for all 10 mobs by 22.5% (in ideal setting) to 27.5%. This is unslotted effect for RI.
Alpha strike does 275.
That's almost 50% less damage incomming UNSLOTTED.
Leading with EF (Damage debuff value of i believe 22.5%.
Alpha strike does 387.5 damage
That's a big difference.
Leading with LR (no damage mitigation on alpha, just a slow)
Alpha strike = 500
When you lead with RI the VERY FIRST shot and all shots afterwards are debuffed to such a degree that it should ALWAYS be your first debuff. ALWAYS!
I don't care if you're fighting an AV and he's already agro'd, you should hit him with RI first. The longer animation time is just more reason to do so.
Hit with EF then LR then RI you can get shot twice for 387.5*2 or 775 damage. because by the time RI is applied they've shot you twice.
Lead off with RI and you get 275+213.13 or 448.13 damage, again almost 50% less damage. AND because you led off with RI and they don't agro until that is finished being applied you may only get hit once depending on timing, rather than twice.
The math is right there, ALWAYS LEAD WITH RI. ALWAYS.
I've played Rad since the game came out. Trust me, I know what I'm talking about here.
this applies to addon mobs even more so. Hit one group with all 3 and you've effectively shut down that group to the point where you don't care what they're doing and can safely take out group 2. Debuff the incomming group is my tactic for this scenerio.
TRUST ME. I've gone over it on paper and in practice so much that there is absolutely no doubt in my mind that this is the best tactic and will save your life time and time again.
[ QUOTE ]
ALWAYS LEAD WITH RI. ALWAYS.
I've played Rad since the game came out. Trust me, I know what I'm talking about here.
[/ QUOTE ]
QFT. I haven't been playing rads since the game came out, but I think I know Rads pretty well. I've played several Rads up to 50 (including a Fire/Rad Corr).
Slotting...
RI: I wouldn't bother with the Defense debuff. It's 25% base, you're putting an Acc in each attack, so you'll hit 95% of the time. If you ever do the Recluse SF, load this power up with 3 Enzymes.
CJ: 1 Defense Buff. It costs 0.07 END/second. NEVER slot CJ for End Reduction.
EF: Is an END hog. I'd certainly put in 2 End Reduction, but the 3rd is a matter of taste.
Blaze: I'd replace the Range with Damage. The extra Range doesn't really help all that much. You go from 20 to 24 feet. Meh.
Acrobatics: Probably 1 END Reduction, 2 at most. It costs 0.26 END/second base, .195 with 1 End Reduction, .156 with 2, .133 with 3.
Inferno: 1 Acc at the very most, and I wouldn't even recommend that. As a Nuke, it has a +40% Accuracy already. I slot it 3 Dam, 3 Recharge.
Fallout: According to the Prima guide, a lot of the player debuffs are irresistable, and they're pretty big. It does a huge amount of damage, so I'd slot 3 Damage rather than any debuffs. That'll take out over half the HP of squishies. Anything that survives short of a Tanker will be easy pickings.
EM Pulse: Radius 60 feet, hits 16 targets. It's the biggest, strongest AoE hold in the game. It holds Minions and Lts, and even has a 50% chance to hold Bosses. It has normal Accuracy, rather than the -20% Accuracy that most other AoE Holds have. It lasts longer that Dom AoE holds even with Domination. Use it often, then laugh at any Doms in your team. I'd slot 1 Acc, then as many Hold and Recharge slots as you can fit.
Patron Set: Black Scorpion FTW!!! The Defense from Scorpion Shield combined with the ToHit debuff from Radiation Infection (when both are slotted) means mobs have a 5% chance to hit you with Smashing, Lethal, and Energy attacks. Web Envelope at 41 means most of the mobs stay together. That makes them sitting ducks for Rain of Fire, and keeps them clustered for your debuffs. Web Cacoon can finish holding any mobs you miss with EM Pulse. And in PvP, it stacks with LR turns heroes into sitting ducks.
PvP: You really want a LOT of Accuracy in PvP. Versus non-Defense oriented sets, you'll do pretty well with your current build as long as you keep RI up. Versus Defense sets who usually resist Defense debuffs, you'll have problems hitting. But so will every villain who isn't loaded with HOs. Between Acrobatics and ToHit debuffs, you can avoid casual Holds. But Trollers and all Disorient will be nasty.
END vs. Recharge: After the traditional 1 Acc, 3 Dam, I go 1 End, 1 Recharge in all my attacks. I usually played with other Rads or Kins on the team, so 2 End Reductions per attack weren't needed.
Skipped primaries: Flares is a waste of time. Blazing Bolt doesn't fit the AoE orientation of the Fire Blast set. The ToHit of Aim is only useful in PvP, though granted the extra damage is always nice.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
Thanks for the suggestions, I'll keep those in mind when I update my build and guide
Liberty
My 50s:
Hero: Armor Assassin (scrapper), Cross Dresser (scrapper), Surly Seaman (blaster), Defensive End (Tank), Rad Rhino (Cont)
Villain: Beast Infection (Corr), Sweet Zombie Jesus (MM), Milk Weasel (Stalker), Orgullo (MM), Agent Eris (Crab)
Actually, if you're going for AoE goodness, I'd go ahead and slot 3 ToHitDebuffs and 3 DefDebuffs for to ALWAYS hit (minus that annoying 5%). It really comes in handy in PvP too.
If you slot just 1 acc in all powers, and 3 DefDebuffs in RI, then you just saved yourself an Acc slot (based on the most common slotting of 2xAcc's in all powers).
NOW, if you were playing say, Rad/Rad, then you could slot 3 DefDebuffs in RI and slot Irradiate with 1 acc, 3 DefDebuffs a Recharge and an EndRedux (or 1Acc/2DefDebuffs/EndRedux/2Recharge) and not need to slot other powers with acc at all and still always hit (a tactic that works VERY well on my Rad/Rad Defender).
But since this is fire, I'd go with 3DefDebuffs and just 1 acc in all fire powers, that way you almost NEVER miss.
Nice guide, but your info on Infenro isnt too good. If the Corr version has the same numbers as the blaster version, I can kill +2 Lts. pretty easy without insp.
[ QUOTE ]
Nice guide, but your info on Infenro isnt too good. If the Corr version has the same numbers as the blaster version, I can kill +2 Lts. pretty easy without insp.
[/ QUOTE ]
No, he's right. It IS the same Inferno...the Damage Scalar value is identical. The problem is that Blasters multiply that value by 1.0 and Corruptors multiply that value by .75. That means you're doing 75% of a Blaster's Inferno...not to mention that Blasters typically have Build Up in addition to Aim, which adds much more damage as well. It may still well be enough to crumple some +2 Minions, but I'm not sure about Lts.
Was just messing around with the possibilities with this setup. I have a ill/rad that is very good, I was thinking of a Def with Rad, but I have a few friends with them already.
I think I may try this out as a PvP Duo build.
Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/
Ret rat: Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Flares -- Decim-Acc/Dmg:40(A), Decim-Acc/EndRdx/Rchg:40(25), Decim-Acc/Dmg/Rchg:40(31), Decim-Dmg/EndRdx:40(46), Decim-Dmg/Rchg:40(46)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(43), Dct'dW-Heal/Rchg:50(43), Dct'dW-Heal/EndRdx/Rchg:50(43), Dct'dW-Heal:50(46)
Level 2: Fire Blast -- Apoc-Dam%:50(A), Apoc-Dmg/EndRdx:50(3), Apoc-Dmg/Rchg:50(3), Apoc-Acc/Dmg/Rchg:50(40), Apoc-Acc/Rchg:50(40)
Level 4: Radiation Infection -- HO:Enzym(A), HO:Enzym(5), HO:Enzym(5), Achilles-ResDeb%:20(7), DampS-ToHitDeb/Rchg/EndRdx:50(7), DarkWD-Slow%:50(39)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Rain of Fire -- Ragnrk-Knock%:50(A), Ragnrk-Dmg/EndRdx:50(9), Ragnrk-Acc/Rchg:50(9), Ragnrk-Acc/Dmg/Rchg:50(15), Ragnrk-Dmg/Rchg:50(17)
Level 10: Accelerate Metabolism -- Efficacy-EndMod:50(A), Efficacy-Acc/Rchg:50(11), Efficacy-EndMod/EndRdx:50(11), Efficacy-EndMod/Rchg:50(13), Efficacy-EndMod/Acc/Rchg:50(13), RechRdx-I:50(15)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:39(17)
Level 18: Blaze -- Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/Dmg:40(19), Decim-Acc/EndRdx/Rchg:40(19), Decim-Dmg/EndRdx:39(29), Decim-Dmg/Rchg:40(37)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc/Rchg:39(31), P'Shift-Acc/Rchg:50(37), P'Shift-EndMod/Acc:39(39)
Level 22: Lingering Radiation -- TmpRdns-Acc/Slow:50(A), TmpRdns-Acc/EndRdx:50(23), TmpRdns-Rng/Slow:50(23), TmpRdns-EndRdx/Rchg/Slow:50(25), TmpRdns-Acc/Dmg/Slow:50(36), RechRdx-I:50(36)
Level 24: Assault -- EndRdx-I:50(A)
Level 26: Tactics -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(27), GSFC-Rchg/EndRdx:50(27), GSFC-ToHit/Rchg/EndRdx:39(29), GSFC-ToHit/Rchg:50(34), GSFC-ToHit:50(34)
Level 28: Acrobatics -- EndRdx-I:40(A)
Level 30: Enervating Field -- EndRdx-I:50(A), EndRdx-I:40(31)
Level 32: Aim -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/EndRdx:50(33), AdjTgt-EndRdx/Rchg:50(33), AdjTgt-ToHit/EndRdx/Rchg:50(33), AdjTgt-ToHit/Rchg:50(34), AdjTgt-ToHit:39(42)
Level 35: Fallout -- HO:Nucle(A), HO:Nucle(36), Achilles-ResDeb%:20(37), Achilles-DefDeb:20(48), Achilles-DefDeb/Rchg:20(50)
Level 38: EM Pulse -- HO:Endo(A), HO:Endo(39), EndMod-I:40(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(42), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(50)
Level 44: Web Envelope -- GravAnch-Hold%:50(A), GravAnch-Immob/EndRdx:50(45), GravAnch-Acc/Rchg:50(45), GravAnch-Acc/Immob/Rchg:50(45), GravAnch-Immob/Rchg:50(50)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Super Speed -- Run-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]15% DamageBuff(Smashing)[*]15% DamageBuff(Lethal)[*]15% DamageBuff(Fire)[*]15% DamageBuff(Cold)[*]15% DamageBuff(Energy)[*]15% DamageBuff(Negative)[*]15% DamageBuff(Toxic)[*]15% DamageBuff(Psionic)[*]2.5% Defense(Melee)[*]2.5% Defense(Ranged)[*]7.5% Defense(AoE)[*]5.4% Max End[*]4% Enhancement(Heal)[*]11.5% Enhancement(JumpHeight)[*]48% Enhancement(Accuracy)[*]11.5% Enhancement(FlySpeed)[*]71.3% Enhancement(RechargeTime)[*]11.5% Enhancement(JumpSpeed)[*]11.5% Enhancement(RunSpeed)[*]120.5 HP (11.2%) HitPoints[*]MezResist(Confused) 7.5%[*]MezResist(Held) 7.5%[*]MezResist(Immobilize) 13%[*]MezResist(Sleep) 7.5%[*]MezResist(Stun) 7.5%[*]MezResist(Terrorized) 9.7%[*]16% (0.27 End/sec) Recovery[*]36% (1.61 HP/sec) Regeneration[*]6.3% Resistance(Fire)[*]6.3% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[/list]------------
[u]Set Bonuses:[u]
[u]Decimation[u]
(Flares)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 12 HP (1.12%) HitPoints[*] 2.25% Max End[*] 6.25% Enhancement(RechargeTime)[/list][u]Doctored Wounds[u]
(Radiant Aura)<ul type="square">[*] MezResist(Terrorized) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 4% Enhancement(Heal)[*] 5% Enhancement(RechargeTime)[/list][u]Apocalypse[u]
(Fire Blast)<ul type="square">[*] 16% (0.72 HP/sec) Regeneration[*] 32.1 HP (3%) HitPoints[*] 4% DamageBuff(All)[*] 10% Enhancement(RechargeTime)[/list][u]Ragnarok[u]
(Rain of Fire)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Efficacy Adaptor[u]
(Accelerate Metabolism)<ul type="square">[*] 12 HP (1.12%) HitPoints[*] 1.5% (0.03 End/sec) Recovery[*] 10% (0.45 HP/sec) Regeneration[*] 2.5% DamageBuff(All)[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Decimation[u]
(Blaze)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 12 HP (1.12%) HitPoints[*] 2.25% Max End[*] 6.25% Enhancement(RechargeTime)[/list][u]Performance Shifter[u]
(Stamina)<ul type="square">[*] 5% Enhancement(Movement)[*] 20.1 HP (1.87%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[*] 3.13% Defense(AoE)[/list][u]Tempered Readiness[u]
(Lingering Radiation)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] 1.5% Enhancement(Slow)[*] 0.9% Max End[*] 3.75% Enhancement(RechargeTime)[/list][u]Gaussian's Synchronized Fire-Control[u]
(Tactics)<ul type="square">[*] 5% Enhancement(Movement)[*] 20.1 HP (1.87%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[*] 2.5% Defense(Melee), 2.5% Defense(Ranged), 2.5% Defense(AoE)[/list][u]Adjusted Targeting[u]
(Aim)<ul type="square">[*] 2% DamageBuff(All)[*] 1.26% Resistance(Energy,Negative)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] Status Resistance 7.5%[/list][u]Achilles' Heel[u]
(Fallout)<ul type="square">[*] 1.5% DamageBuff(All)[*] 1.88% Defense(AoE)[/list][u]Luck of the Gambler[u]
(Scorpion Shield)<ul type="square">[*] 10% (0.45 HP/sec) Regeneration[*] 12 HP (1.12%) HitPoints[*] 9% Enhancement(Accuracy)[*] 7.5% Enhancement(RechargeTime)[/list][u]Gravitational Anchor[u]
(Web Envelope)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list]
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This is a very strong set if played correctly. Ive had two people tell me that they made their fire/rad corrs after playing with me on mine. The most important part of this set is to remember to keep debuffs up as often as possible. If you have enjoyed either the fire blast or rad debuff set before youll likely really enjoy this combination.
Playstyle:
There are a lot of tricks Ive learned over the 50 levels. The main one is that you have to be an aggressive player for this set. You're going to get a lot of aggro, because the majority of your skills are aoes. If you don't like that you better play with a brute, and not an energy aura one, because they suck at drawing aggro, trust me.
You have to get your debuffs up before you start to use your damage. Most mobs will be able to kill you before you kill them if you're just playing like a blaster. The debuffs will make you like a scrapper since the enemy won't be able to hit you often or hard, as long as you're good at not letting the enemy spread out. Avoid playing with people who love knockbacks, because they ruin your best powers, by limiting the number of people you can hit. Knockdowns are peachy.
Go up to an unnaggro'd mob. Make all your teammates wait at a nearby corner. Put RI on the mob, but run while it's still activating and hide at the corner. Most of the mobs will arrive at the same time, and you can throw EF on them. Now you have herded a mob, congratulations. If you can get an enemy in the group behind another group you can herd lots of mobs. When I had stealth and SS (before my pvp respec) I would go about 4 mobs down the hall, put EF on one and then come back. The mob would slowly come, pulling more and more aggro onto me. You better have a couple purples though because you'll end up with 40 or so enemies looking to punch you in the head. This is where your aoes are great. Having a brute that's not energy helps here too, especially if they knockdown (i.e. footstomp)
Dealing with bosses can be tricky. If they like to fight in melee, the best strategy is to debuff them and throw lingering radiation on them. Then run away while you fight. If you stay out of melee they wont be able to use their extra powerful attacks on you, but you can still shoot them and wear them down. Often if they get a chance to hit you in melee they can stun you and youre dead. Avoid that.
Primary Powers
Fire Blast - This attack is great for pulling, does decent damage and is fast. The range is huge on it, so you can throw it long before aggroing by range, but this is also kind of a downfall if you're a rapid clicker player (i.e. hitting or clicking powers rapidly so that you have minimal time between attacks) because you might end up shooting a new group before you realize the current group is dead.
Fire ball - This is a good power to use once youve gotten all your debuffs up on the mobs. Its a fairly large aoe, so targeting an enemy in the middle will hit generally all of them. It can be used just as effectively from the middle of the enemies or from far outside of them, so if you like melee or ranged it works great.
Blaze - This attack deals a large amount of damage quickly. On an orange minion with the debuffs on him itll generally take about half the health. This is a great power for taking down the bosses that are left after the rest have fallen, because using aoes on one enemy would take out your end too fast, and with AM, Hasten and Fire blast you can spam the two of them without wasting much time.
Fire Breath - Its a strong aoe, but it requires you to jump back. My most often used tactic is to target one of the enemies, then jump to the opposite side of the mob so that he's farthest enemy from me, that way when using this power it's almost guaranteed to hit the whole group if you're far enough back. Its a very good sized cone, but make sure to be far enough back or itll go between the enemies instead of encompassing them.
Inferno - Don't use this power unless you have some end insps handy, because despite the massive damage, if youre fighting +2s (which is common) and your debuffs are on them you'll still only kill the minions (assuming they're not fire resistant). Then you're left to deal with bosses and ltnts without debuffs on them, and any defenses you had unable to be toggled on. Its a very situational power and risky to use if youre solo.
Aim - This is the very last power I took. I mainly took it because out of all the options it was the most useful pvp wise. Itd help me get past those people with defense based sets. You don't really need it for PVE, because with one acc in a power and RI up you're really accurate as it is. But if you PVP it can be a lifesaver on anyone running a power similar to Elude.
Flares This is the minimal damage power in the set. The activation animation is fairly long for such a small damage output. In the lower levels its useful to be able to keep a continuous attack chain, since the other powers dont recharge as fast, but once you have 3 or 4 attacks it ends up lowering your damage output since you could otherwise be using stronger attacks.
Rain of Fire Coupled with Lingering Radiation this power can output a large amount of damage (especially now that these sort of powers can be buffed). However this power is generally a nuisance since any mob will attempt to run out of it. If youre consistently playing with a dom then it could be helpful, but unless the enemy is immobilized this power will likely spread out all the mobs, causing your debuffs to become much less effective, and also drawing a considerable amount of aggro to yourself.
Blazing Bolt I pull a lot, especially on large teams. However, this power is almost pointless to take if you want to pull. Sure it has great range and decent damage, but Fire Blast is well outside of aggro range and pulls just as effectively. Not to mention pulling with Radiation Infection generally helps confine the mob to a smaller area and also debuffs them.
Secondary Powers
Radiant Aura - You're forced to take this power. It's a pretty wimpy heal, even 3 slotted, but since it's an aoe, if you play with mm's you can get some of those nice heal badges. Soloing this power can really save you though, as most enemies wont be able to beat your healing rate if you have them debuffed.
Radiation Infection - This should be the first power you use when starting to fight any mob. The debuffs can be slotted, so theyre stronger than EF, plus this one takes time to set while the other doesn't, so this one will keep you unaggro'd longer while putting the two powers on the mobs. I suggest you slot it with acc debuffs rather than def debuffs because you can't slot yourself for defense, but you can slot your powers with acc, so this method keeps you alive longer and still able to hit them.
Accelerate Metabolism - With two endurance heavy sets this power comes in very handy. The extra endurance recovery is helpful, plus this power wont keep you from getting held or stunned, but it will decrease the time that you are. While still a pain in the butt, its nice to become unheld before you die, heal yourself and get the debuffs back on and continue fighting, rather than running back from the hospital.
Enervating Field - This power is another power that defines the set. It decreases the enemies resistance to damage (making you hit harder) and makes them hit for less damage. It has a quick activation time and debuffs an aoe, so try and keep it on the enemies as much as possible.
Lingering Radiation - This power keeps enemies from regaining health, it slows their movement and it keeps their attacks from recharging quickly. Its tough to gauge how effective it is on enemies, but when Positron uses this on you, its very noticeable. During AV fights this really helps to shorten the fight, because with their regeneration decreased you wont have to do near as much damage to finish them off.
Mutation - This power is completely unnecessary if you plan to solo all the time. If you like to fight white conning enemies and dont even want to know what vicious difficulty is like you most likely wont need this power. If you love a challenge and a good team youll want this power. Whoever you use it on will have full health and endurance, and a few really strong buffs so theyll be able to get back into the fight quickly. Its also nice not to have to clutter your inspiration slots with awakens.
Fallout - Most people avoid this power. I took it because I want to PVP with this alt, and in a decent PVP fight there will be dead teammates around and angry heroes looking to punch you in the face. Using this will not only take a good chunk of health off an enemy, but it will also debuff them considerably, adding to the debuffs that RI and EF are already doing. Its also helpful, because in PVE when someone dies most likely they fell near enemies after doing damage to them, so this power will often finish them off or bring them close to death, not to mention the added debuffs making them much easier to kill.
EM pulse - I didn't want this power at first, but then I realized Im stupid after I had it for 10 minutes. Its a great power that I don't use often enough. Its especially nice when your team is getting trashed, because it holds ltnts and often bosses too. The hold lasts a while also, so you have time to get your debuffs back up and get a few attacks off if you use it just after a stun wears off. The aoe size is also tremendous, probably bigger than inferno (I havent tested size really). Often I stun the current group with it and realize that the next group is stunned too, who hadnt even aggrod to me yet.
Choking Cloud This power is very hit or miss. You cant slot it to be more accurate, but RI helps with that. It has a huge recharge time, so when it gets knocked off it will take a while to come back. It generally can permanently hold half of a group of minions, but isnt very effective against ltnts and rarely affects bosses. It dramatically decreases the number of attacks you take if you stay in melee range, but melee attacks are much stronger and depending on the mob often can mez you. This power is also a very large endurance drain. I suggest trying it out for a couple hours before you use a free respec, because people either love it or hate it. I love it on my Ill/Rad controller but its far too taxing on my endurance for my Fire/Rad corr.
Pools
Concealment This set is nice if you want to avoid fighting the majority of mobs. You can just stealth to the main objective of the mission and accomplish the goals with minimal efforts. However, with just about any travel power you can run past enemies in the majority of missions without aggroing them long enough to get considerably hurt. This set is useful if you want to stealth but are too afraid to risk just running past everything and taking a few attacks along the way.
Fighting This is a nice set to keep yourself a little more alive over the course of the game. Since you take a lot of aggro it could help keep you alive, but the buffs from the powers are very minimal, and extra toggles to run on an already high endurance set is difficult to afford.
Fitness This set is wonderful. Seriously, take it. Get hurdle, health and stamina. Put 3 endurance modifications in stamina as soon as possible. Itll greatly increase your endurance recovery, coupled with AM, and you wont have to deal with toggles dropping from lack of endurance.
Flight This is a very slow travel power. However, you get a pretty view and minimal difficulty from aggroing mobs going to missions in dangerous parts of town. But due to the lack of speed youll likely get there long after your teammates (the zones are huge). That and it costs quite a good bit of endurance. Without stamina youll need at least two end reducs in it to keep from flat lining your power, and youll want three flight speeds to help you get around faster.
Leadership The buffs from leadership are pretty dismal. The only ones I really consider getting are Tactics and Vengeance. Vengeance requires someone to die, and Tactics requires a large bit of endurance. That and the buffs pale in comparison to the radiation buffs youve already got. So unless you regularly team with a /kin or /rad corr youll likely want to avoid this pool.
Leaping This pool has a defensive shield, which can be nice when slotted with end reducs. The travel is really helpful in CoV, which has difficult to navigate terrain. Acrobatics is a big help in keeping you from getting held, but lacks any other mez protection. Avoid Jump Kick, you have plenty of damage output with your fire attacks as it is.
Medicine You already are forced to have a heal that will work on both you and your teammates. You can easily get a revive that is stronger and gives better buffs than this sets revive. I suggest avoiding it.
Presence Youre a corruptor. Youre squishy. Do you really want more aggro? Not to mention the other non taunt powers will cause enemies to run away. We love making our enemies spread out, right? Especially with aoe debuffs! Hooray for an easy pool to decide to skip!
Speed Hasten is wonderful. Hasten is your best friend. Your fire powers dont recharge very fast without it. This will keep you attacking at a much faster pace and brings AM back up faster which will help your end recovery. I would avoid the other powers in this set though (based on opinion). I had superspeed up until level 38. Its a pain to get around the zones in CoV with it, because a lot have large walls or pits that really slow you down. SS is a nice power if you want to skip to the end of missions, but I find it just as easy to turn on superjump and acrobatics and jump down the hallways.
Teleportation A great power to use if you team a lot. You get to missions faster and can help your geographically challenged teammates get places. Large endurance use though.
Patron sets I would advice you to make up your own mind on this. I chose Leviathan (Mako) because it fit my character concept. Each set has a shield, a hold, and a pet. The first power in each set is what sets them apart. Ghost Widow has a power that makes you hit harder and more accurately. Mako and Black Scorpion give you an aoe immob. Scirocco gives you and aoe endurance drain/recovery.
My build (some powers chosen for pvp purposes)
1 Fire Blast 2 end reduc, 1 acc, 3 damage
Radiant Aura - 1 end reduc, 1 recharge, 3 heals
2 Radiation Infection - 2 end reducs, 1 def debuff, 3 acc debuff
4 Fire Ball - 2 end reduc, 1 acc, 3 dam
6 Accelerate Metabolism - 3 recharge, 3 end modify
8 Combat Jumping - 3 end reduc
10 Enervating Field - 3 end reducs
12 Hurdle 1 jump
14 Super Jump 1 jump
16 Health 1 heal
18 Blaze - 2 end reduc, 1 acc, 2 dam, 1 range
20 Stamina 3 end modifications
22 Fire Breath - 2 end reduc, 1 acc, 3 dam
24 Lingering Rad - 1 acc, 1 recharge, 1 slow movement
26 Hasten 3 recharges
28 Acrobatics 3 end reducs
30 Mutation - 1 end reduc
32 Inferno - 2 acc, 3 dam, 1 recharge
35 Fallout - 1 acc, 1 dam, 1 acc debuff, 1 def debuff
38 EM Pulse - 1 acc, 1 hold
41 Shark Skin - 3 dam resist, 3 end reduc
44 Spirit Shark Jaws - 1 acc, 1 hold, 1 recharge
47 Summon Coralax - 2 recharge, 1 acc, 3 dam
49 Aim - 1 recharge
Liberty
My 50s:
Hero: Armor Assassin (scrapper), Cross Dresser (scrapper), Surly Seaman (blaster), Defensive End (Tank), Rad Rhino (Cont)
Villain: Beast Infection (Corr), Sweet Zombie Jesus (MM), Milk Weasel (Stalker), Orgullo (MM), Agent Eris (Crab)