Guide to soloing a fire/rad
I think you should drop ring of fire,super speed, rec friend, fire blast, and bonfire.
Fire blast isnt needed...recall friend is NICE for PL'ing a second account or something, but not needed...No need for super speed, as super jump is all you need....and no need for bonfire either as it is knocking foes back instead of keeping them clustered.
That would give you 5 powers to play with. First off, I would recommend consume instead of fire blast. This will replenish your endurance at critical times, and allow you to work continuously. I usually pop this after an EMP blast.
I would also recommend Choking Cloud. You are going to be in the middle of them with hotfeet / cinders anyway, so why not add a little security. Personally I think you have it backwards regarding the strategy. You said in your guide that it is better to do a few tough opponents than a large number of minions...I think this is wrong. With hotfeet, choking cloud, fireball, and the imps...you will GRIND through huge masses of +1s no problem. Yes it takes a lot of endurance to keep this going, but that is what consume is for.....and make sure to collect blue insps as the mobs are dying just use the acc/damage ones and save the blues.
So theres 3 more powers...If you are going to dabble in PVP I would recommend assault/tactics....I mean you have hit 50, so there is not much else to do but PL and PVP and raids....
BUT even if you dont want to PVP, I would probably still pick assault....
Leaving two more powers....if ALL you are doing is PL'ing people, recall friend would probably be nice. But if not theres other powers you can get that will be better used with the theme of this build, which is "get in the middle of the huge pack and MELT everything."
The most major flaw in your current build is having RoF instead of fire cages. Using Fire cages/falsh fire is the basic strategy of any fire controller. Learn it, live it, use it!
Another minor point (but major if you arent respeccing) is that I would take hasten much earlier! You need this to keep your cinders/flashfires comin around!
I will post more in a bit, off to work.
I have to say, following switch'es advice here, I'm playing the most amazing soloer that i've played since my pre issue six inv/axe tanker.
thanx for making me super again.
Since when is consume part of the fire controllers arsenal? Fire control and fiery aura are very different sets.
For the OP. I prefer Smoke to RI. Smoke will stay on all the effected targets regardless of death. If the host for RI dies, then you have to activate it again. Generally the defense reduction isn't too much of a big deal if you are slotting with accuracy.
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Since when is consume part of the fire controllers arsenal? Fire control and fiery aura are very different sets.
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Consume is available to 'trollers from the Fire Mastery epic pool.
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Since when is consume part of the fire controllers arsenal? Fire control and fiery aura are very different sets.
For the OP. I prefer Smoke to RI. Smoke will stay on all the effected targets regardless of death. If the host for RI dies, then you have to activate it again. Generally the defense reduction isn't too much of a big deal if you are slotting with accuracy.
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True, but RI has 5 times the debuff effect of smoke. I love smoke, but if the choice is "Do I get smoke or do I get RI" the answer is RI in all cases except when you will be teaming with 7 other players who also have smoke.
RagManX
"if the market were religion Fulmens would be Moses and you'd be L. Ron Hubbard. " --Nethergoat to eryq2
The economy is not broken. The players are
Heh, got my fire/rad up to lvl 36 in just over a week.
I followed the build exactly, except for:
10: hover
14: fly
16: swift
That gave me an extra power at 24 (acro), so I picked up smoke.
The lvl 21-22 range, I went to Striga, and looked for the big groups of minions... but there weren't enough to make leveling there as fast as I had been used to. I only stayed there for one level, heading to TV at 22.
At 31, I went to Crey's, stayed near the entrance, and hunted the groups of crey/freaks that would spawn. Slow goin', and eventually I just gave up and did the Croatoa TF with some SG mates
After Imps, I stayed in Crey's for a bit, workin' on the spawns that had bosses now, too, but it was just too slow, so I switched to runnin' Warburg mishes on Tenacious.
On average, at lvl 36, I think the toon had averaged 2 hours per level on the whole.
"I've played with Pur. Pur is truth." - MarvelatMee
"Pur is hardcore yo." - Swansu
"You're a weirdo, but I guess you're our weirdo now :P" - Aisynia
"...it's possible to go from 1 to 50 in about 1.5 weeks if you're ... Pur." - TopDoc
I actually have found that some creative pulling with RI works fairly well in the opening areas of Dark Astoria. Using line of sight and putting RI on the furthest mob away from me so he runs past all the others, aggroing them and getting them in the AoE of RI, then hitting the clump of them with Fire Cages once they came around the corner.
The even level groups were only a little more dangerous than the standard method described in the guide, even with the occational shaman that I would just slap a hold on. Better than missions, with a little care and patience, IMO. Can be a little rough sometimes, definately not the easy stuff like boomtown.
Started soloing here at lvl 21, and as long as you're the only one around, the mobs should spawn at level 21. The hospital is close by too. :P
Also, upon reaching lvl 23 and going to TV, the three groups you described were spawned as all LTs.....not exactly friendly,but when I switched to SOs they became FAR easier. Also, if you look around enough, there are actually more than 3 spots in loop 1.
Can you provide a /loc for loop #3 in TV?
Thanks for the guide!!!
Been a while since this was posted, any updates to your guide, Switch?
Question: Can you use fallout on a dead imp? If so, that would make it a VERY usefull power...
You can't
Still fun sometimes to make people think they got rezed, heheh.
I wanted to add something to this, for the people playing Fire Controllers. Rad or otherwise.
The OP doesn't put much merit in Bonfire, but the beauty of firecages is that is has knockback protection. Once you cage them, drop the bonfire on the group. They burn, can't be knocked back, although the knockback will cause them to pause for a second before they can shoot at you.
I recently went back to my fire controller, and I use cages and bonfire to great success. A group that would normally cause problems for me, the ones that can hurt me from range, generally are no trouble.
A quick Flashfire to stun who I can, immediately Fire Cage, and then Bonfire. I can back out of range from their attacks and wait for them to burn to death. Those who survive don't take much to finish off.
If someone does get lucky and avoid everything, Char is a pretty quick recharge...and a single or duo of baddies is easier to face than a swarm.
Hope you have success as I have.
Cheers.
Fire/Rad controller 1-32 leveling guide
Since I just recently got my Fire Pimps, I figured I'd share my leveling experiences and see if anyone else had a better plan for soloing a fire/rad.
1 Char, Radiant Aura
2 Fire Cages 3 Char-2
4 Radiation Infection 5 RI-2
6 Accelerate Metabolism 7 RI-2
1-7 A bit slow without any single target attack other than Char, but unless you have a respec handy taking Ring of Fire causes build problems later. Just be sure to lead off with Radiation Infection (it makes them miss and you hit) and to stay with -1 to even level groups of enemies. You'll get the hang of it quickly enough. Your Fire Cages power keeps the villains from leaving the RI area of effect and sets up containment, Char takes them down one at a time. At level 6 the groups of level 5s in the Hollows should be doable, but if you are having problems go back to Atlas/Galaxy and keep taking out small spawns of even level minions or run missions instead and go back to the Hollows at 7. The Hunt missions from Lt. Wincott are easy xp, just be sure to finish up his last two missions or you'll have a story arc open from him.
8 Hotfeet 9 HF-2
10Combat Jumping 11HF-2
8-11 Things still don't move extremely quickly, but Hotfeet gets the damage ball rolling. At 8 I headed to Perez to take on groups of Skulls(at -1 to me, of course) and I didn't leave until I hit level 12. The bosses are a bit of a pain, so I just looked for groups that were minion only. There seemed to be no shortage. I avoided the Hellions since their resistance to fire damage made the fights last longer. Lead off with Radiation Infection and hit Fire Cages often enough to keep them bunched up, but not so often you run yourself out of endurance. Hotfeet is your damage now.
12Flashfire 13FF-2
14Super Jump 15FF-2
12-15 Ah, level 12. Dual Origins and Flashfire. Now you have a great way to start off a fight, Hotfeet is cranking out damage, mobs are missing more often and life is generally good. At 12 I started fighting even level groups of Council in Boomtown. The groups with 2 or more Lieutenants can be tricky, but if you stay on top of things (keep the Lts mezzed with Char) it isn't too bad. From the Boomtown entrance, head west (and avoid the trolls) to find the Council, in case you didn't already know. A typical fight for me went like this: Make sure Hotfeet and Combat Jumping are on. Use any spare inspirations (I tried to have 2 blues, 2 greens, and a break free in reserve) and hit AM if it's up. Select the mob as close to the middle of the group as possible. Make sure you are out of range for RI to activate and queue it up. Walk toward the group until the RI animation starts, then keep moving toward them. Queue up Flashfire, stay out of range for Hotfeet to hit them, but get close enough that you are just a jump away. Try to time it so that when RI is done animating, and Flashfire is about to go off you can jump into the group. You will probably take a few shots at this point, but nothing too serious (unless you are really unlucky). The slow effect in Hotfeet will keep the group from wandering too far apart once they are dazed by Flashfire. Fire Cages then comes into play, cast it to root the group. Since the group has been mezzed by Flashfire, Fire Cages gets the benefit of containment, but it doesn't make much difference. Use Char to subdue mobs that were missed by either/both effects. Just be sure to leave yourself enough time (and end) to get Char on any Lts before Flashfire wears off. This all requires a bit of timing to get down. It's a beautiful thing when it works. Still, there were times when I was just unlucky. If enough of the shots get through RI it will really hurt and sometimes wind up in defeat. If I was still standing I would use whatever inspirations were left. I ran from groups a couple of times while getting the hang of it, but eventually started sticking around until the fight ended one way or another. Debt at this point isn't hard to work off. When you master taking down groups it happens infrequently enough that it isn't much of a consideration, and when it does happen it goes away in a hurry.
16Hurdle 17FF,Char
18Health 19Char-2
20Stamina 21Stam-2
16-20 With a couple of slots in Flashfire it's keeping the groups stunned long enough for you to be getting through fights with most of your health intact, and with some recharge it's available by the time you are ready to start your next fight. If only you had more endurance. Good news, you will soon enough. I went to the north end of Boomtown and fought even level groups of Lost, but if you are ambitious, +1s might be possible at this point. The Lost cap at level 19, but I couldn't find anything at level 20 that gave me nearly as much xp as the -1 groups, so I hung around Boomtown til I hit level 21. At that point the groups were spawning at level 17 so I took the hint and moved on.
22Enervating Field 23EF,RI
21-22 These were slower levels. I reccomend teaming if you have the option, soloing the Striga missions if you don't. Dark Astoria wasn't good hunting because the groups break apart before you even get there so RI isn't as effective, and the shaman types will make your life miserable. Get the temp power from the first Striga contact instead, or maybe join a TF. Your group controls are pretty decent at this point. 22 is of course Single Origin enhancement time. Your character is now very powerful, but not quite to the happy hunting grounds. If anyone knows where a good hunting spot is for this level range, please feel free to share. I sure didn't find it.
24Acrobatics 25AM-2
26Cinders 27Cind-2
28Hasten 29Hast-2
30Lingering Radiation 31RA-3
23-30 Terra Volta. Groups of sky raider minions and lietenants are yours for the taking. There are three specific locations to hunt, I'll do my best to describe each but of course, it's up to you to find them.
23-25 Loop #1, it's just to the west of the TV entrance. The first long building you come to, there should be a group between it and the war wall. That is spawn point 1. After you've dispatched that group, proceed to the end of the building. There should be a spawn either attempting to break open one of the doors or in parade formation. Either way it's spawn point 2. After that group is done, head directly south. You will cross a street, then see another building. Head to the south side of this building. There should be a group there at spawn point 3. Just do that loop, 1,2,3 over and over. If it gets tedious, go do other stuff. If you are looking for the fastest solo xp gain, this is it. Just make sure you give the game long enough to respawn groups between circuits. I took to sorting the enhancement drops while Hotfeet was taking them out, then really doing inventory between loops to slow myself down. When I got a tray full of good DO's (accuracy, damage, end cost reduction) I would head out to IP to sell. Sky raiders drop science/tech DO's, so either head north to the science store or south to the tech store. They seemed about the same distance to me. One other nice thing about this point, acrobatics ends the knockdown that was so annoying. Yay for power pools.
26-27 Loop #2, this one is hard to describe. Head south from the TV entrance, stay on the east side of the trench. Look for a building that has a walkway that goes from the south end of the building, heads north along that buildings east side then goes east to a large round structure. Sky raider minion and Lt. spawns pop up along this walkway, as well as on the building itself (sometimes) and on the round structure. As before, give the game time to respawn. If you are moving too fast the spawns will first thin out, then just stop popping up. If you do overhunt, go sell or take on a -1 Freak spawn for a challenge (the tanks are the tough part) and to give the game time to refresh.
28-31 Loop #3, this is based on a set of towers that have walkways around them. They are located just north and west of the reactor complex. Sky raider minions and Lts still, they spawn up to level 29 here. My loop was to go through the towers from east to west, then hop to a tower that is seperate from the main group where another group of sky raiders usually spawned (a little north of the farthest west tower). Then I'd follow the walkway from that tower east to the wall by the trench, then head south to the east tower, where there was usually a fresh spawn. As before, if overhunted take on a group or two of freaks. As long as it's a bunched group instead of two formations firing on one another, it shouldn't be too hard.
31 This was a hard level for me. After the xp rate I was used to, this level seemed to drag. I couldn't find good hunting, so instead I switched to doing my missions at invincible. I tried the groups of Nemesis in Creys Folly, the Warhulks quickly put an end to that idea. Once again, suggestions on where to hunt are welcome.
Once I got the imps, I switched from an AoE build to single target and just ran missions on invincible. The imps do much better against a few tough targets than against many easy ones. My build now is:
1 Char,RA
2 RoF........................3 Char-2
4 RI..........................5 RI-2
6 AM.........................7 RI-2
8 Hurdle.....................9 Char-2
10CJ.........................11Char,AM
12FF.........................13FF-2
14SJ.........................15FF-2
16Health....................17AM-2
18Cinders..................19Cind-2
20Stamina.................21Stam-2
22EF.........................23EF,RI
24Acro......................25RA-2
26LR.........................27Cind-2
28Hasten...................29Hast-2
30SS........................31RoF-3
32Imps.....................33Imps-3........34Imps,Hast,RoF
35Rec Friend.............36RA-2,LR.......37LR-2,FF
38EMP......................39EMP-3.........40EMP-2,AM
41Fire Blast...............42Blast-3........43Blast-2,AM
44FireBall..................45Ball-3.........46Ball-2,Cind
47Fire Shield.............48Shield-3
49Bonfire..................50Bonfire-3
I plan to take the fire epic, for the mission build fireblast is more important than fireball. Definitely get it first.
Powers:
Fire:
1 Char - A great all around power. It does damage over time instead of all at once but generally speaking it doesn't really matter. 15 damage in 1 second every 10 seconds is usually the same as 15 damage in 5 seconds every 10 seconds. Those aren't the actual char numbers, just an illustration. I slotted it for damage early, but by the time I had other controls (level 12) I slotted for accuracy, hold duration and recharge. (2 acc, 3 holddur, 1 rech)
2 Ring of Fire - I picked this up in my 30s, after deciding to do missions exclusively. Having another single target damage dealer is very helpful to get through missions, for when the Imps decide to ignore an extremely dangerous target. It isn't much damage by comparison, but it's damage you can direct and that can make a big difference in my experience.(2 acc, 3 damage)
3 Fire Cages - Essential to my early build. If the mobs escape from the radiation effects and/or from Hotfeet, you won't be effective. Plus Cages helps keep containment. I didn't slot Cages for damage because I had other powers for that and the damage from Cages is really low. I put an endurance cost reduction in this power because it is very endurance intensive.
4 Smoke - Another tohit debuff would be nice, as would stealth, but after a quick tryout on the test server I realized this isn't the power I was looking for. It just added to setup time and didn't noticeably increase my survivability, since it was already quite high.
5 Hotfeet - A good damage power, at least it is with containment. Something odd I've noticed though, even though the mobs may be held or rooted, I don't always get double damage from this power. I'm not one to complain though, this build leveled fast enough with hotfeet as it is.(1 acc, 3 dmg, 1-2 end cost reducers)
6 Flashfire - A ranged group disorient. By itself this power is good, you keep the enemies from attacking you back but they wander around and spread out. By the time you get it you already have the tools to make it a great power, and adding slots only makes it better.(2acc, 3 duration, 1 rech)
7 Cinders - An area hold centered on your character (you generally have to get in the middle of a group to have it hit them all). Short duration, long recharge. I used it whenever I thought I needed more control, but that has not been at all often so far (to level 32).(2acc, 2 duration, 1 rech)
8 Bonfire - I've seen this power used to great effect by other fire controllers but have not taken it yet myself. I plan to take it at 49 as a utility power. You place the power somewhere on the ground, it knocks enemies back if they approach that point. The graphics for this power are so-so, when I think of a bonfire I think of a pile of burning wood. This power looks like Ice Patch or Earthquake, but does knockback instead of knockdown.
9 Fire Imps - Can flaming monkeys be beautiful? My experiences so far point to YES. My real surprise with this power is that the monkeys have more hp than me. Go figure that one.(2 acc, 3 damage)
Radiation:
1 Radiant Aura - An area heal that has a large area of effect. You have to take it, it's a fairly useful power but don't start thinking you're a healer because you'll be out of endurance in no time. I stuck a heal in the default slot and used it as infrequently as possible early on, but I realized that once I got the imps I was basically going to be a support system for them, so I slotted it up at 31.(3heal, 1rchg, 1 end cost reducer)
2 Radiation Infection - Taking this power enables your character to take on much higher level enemies than they would have otherwise. It lowers their accuracy and makes them easier for you to hit. As long as they stay inside the area of effect, that is. I put endurance reduction and tohit debuff in this power to start off with. With Imps, it usually isn't worthwhile to cast it on small numbers of enemies because they are defeated quickly with or without it (1 end cost reducer, 3 to hit debuff, 2 defense debuff)
3 Accelerate Metabolism - A nice buff, stacks really well from multiple casters. In case you haven't read about all radiation teams, this is the power that makes them work. It buffs recharge speed, run speed, endurance recovery and damage. It used to be possible to make this power permanent with perma hasten, but then, a lot of things used to be possible in the game.(3 recharge)
4 Enervating Field - Yet another great power from this set, it makes your attacks do more damage and your enemies attacks do less. I haven't paid close attention to what percent this is, but if you think about containment and this power, you get to double it's effect on contained foes. Pretty sweet, huh? (2 endurance cost reducers)
5 Mutation - I never take rez powers. I didn't learn a lot my first week playing, but a quote from that time sticks with me. A friend of mine told me "It's better to take powers that keep people alive than ones that bring them back." I've since seen good arguments for combat rezzes, but I just can't justify bumping other powers (okay, maybe Bonfire) for this one.
6 Lingering Radiation - A good soft control, but it needs some slots. The -recharge is nice, but the -regen is great when fighting things with lots of hp, such as giant monsters or AVs.(1acc, 1end cost reducer, 1 recharge)
7 Choking Cloud - I tried this power out on test. Since you can't slot it with acc I had hoped that with RI running it would be very effective. It just drained my endurance and only occasionally held foes. I'm going to give it a shot fully slotted, but the jury is still out on this one.
8 Fallout - I haven't tried this power yet, so no comment
9 EMP - Same as Fallout