A Fire Blaster's Guide to Fire/Rad Controllers
So... did this make it into the guides or... what?
Nobody commented, so either it's perfect or it's so bad that it shoudl be ignored entirely.
Brother of Markus
The Lord of Fire and Pain
The Legendary Living Hellfire
Fight my brute!
Its in my personal guide book Liv,
Thanks
@MarvelatMee and @COL Burn
24 - 50s
Too many ALTs
I admit I am more of a Tank and Blaster player at heart, and mostly a solo'er, thus my experience with Controllers is limited.
But this actually looks to be a good build that I might even be able to play and enjoy.
Main Characters - Virtue:
Manowar - Inv/SS/Pyre Incarnate Tanker
Mr Edward Hyde - SS/Inv/Scirocco Incarnate Brute
[ QUOTE ]
I admit I am more of a Tank and Blaster player at heart, and mostly a solo'er, thus my experience with Controllers is limited.
[/ QUOTE ]
This is a fairly team reliant build, at least until the 20's. Just be aware.
Brother of Markus
The Lord of Fire and Pain
The Legendary Living Hellfire
Fight my brute!
I think it is a wonderful guide LHF. You might want to include a heading for the type of play your build and guide is designed for. Like, say: "This guide is designed for the team and/or solo PvE", or whatever. I like the additional stuff at the end on HOW to play your build. Many guides don't include anything like that and it is the sort of information that can be really helpful to someone who might not have a lot of experience with the game or the archtype.


That's a great idea, Kat, thanks.
And thank you for the kind words.
Brother of Markus
The Lord of Fire and Pain
The Legendary Living Hellfire
Fight my brute!
[ QUOTE ]
[ QUOTE ]
I admit I am more of a Tank and Blaster player at heart, and mostly a solo'er, thus my experience with Controllers is limited.
[/ QUOTE ]
This is a fairly team reliant build, at least until the 20's. Just be aware.
[/ QUOTE ]
Thanks for the heads up. I play the game with 6 real life friends when I team, and few that login on other servers (Triumph and Liberty) mostly and some online friends, so I should be able to team with someone for those first few levels.
Main Characters - Virtue:
Manowar - Inv/SS/Pyre Incarnate Tanker
Mr Edward Hyde - SS/Inv/Scirocco Incarnate Brute
beautiful...toggled favorite
damn that looks fun
One slight quibble, your imps most of the time will be attacking mobs that are debuffed, and they have good acc anyway, so do they really need the second acc (mine don't even need 1 against less than +3s), yet you only have one acc in cinders and flashfires which have -20%.
I suppose this is academic due to the arrival of IOs where you'll get enough acc from the set IOs themselves and the set bonuses.
It's true. This game is NOT rocket surgery. - BillZBubba
This is an extremely fun build. I respec'd into a build similar to this a couple nights ago after reading your guide. After running several solo missions, I am loving it. I feel like I'm always active and never just sitting waiting for Hotfeet+Choking Cloud to do their thing. Can't wait til I get Fireball (I chose Fireblast first because its recharge was shorter and damage higher out of the box) and Consume (for after EMP to replinish end).
A very nice guide and very interesting approach. It's nice to bring something new to an older, already effective combo!

i use the hotfeet/CC combo, but this is a good idea. if you want to focus more on power and less on team play, you could ditch the rez and the dead body bomb. while the rez is great for team play, the other is very situational. it IS however a must to have recall friend. nothing is funnier than watching 2-3 rads nuke a corpse to clear a mob group.
I wrote this some time ago (going on 8 months onw) and posted it in the Controller section. The forums were changed and my post never showed. I then posted it again in this section and it got buried. I'll post it one last time and if it doesn't show again in the guide sections then I'll assume it's unwanted.
******************************88
Repeat after me;
This build is not for the faint of heart.
Good.
Now, repeat after me;
This build is for people who like to take ridiculous chances and risks and play at the absolute extreme end of the spectrum in terms of danger.
Good.
This is a Fire/Rad build from the point of view of a Fire/Fire blaster. Its a build for those who like aggression, speed and damage. Its a build that grants you the ability to solo any mission short of an AV, but can get you killed faster than lightning. With this build Ive solod purple EBs, but Ive also been killed by white con LTs because I got careless.
The build itself may seem bizarre to some, especially the slotting choices. I encourage you to slot in whatever order youre comfortable with, but the slotting herein works fine as is, I promise. As you advance through the levels I strongly encourage you to slot your powers in the order that you feel is appropriate, depending on what youre missing, but I promise that with this slotting structure, once youre done if it looks like this that youll be on your way to being one of the most dangerous, most fun and most effective controllers any time could hope for.
A few notes on the build in general before we get to what it looks like. Firstly, I cant stress this enough. If youre the kind of person that likes to take their time, do things safely and play it safe, this build is not for you. This build is for the individual that relishes in the full onslaught of maximum damage and control at all times. If youre the kind of person that needs to thin out the spawn a little before you attack, this isnt for you. If youre the kind of person that is looking for a support toon, then this is not the build for you. Theres nothing wrong with those playstyles, and I mean that sincerely. I play support and safe myself, but in this case well, this is completely different.
Secondly, this build centers around three concepts;
[*] Speed[*] Aggression[*] Damage
Those three things are accomplished, in that order, by reducing the enemys ability to fight back effectively, immobilizing and disabling them and unleashing Holy Hell upon them in the form of team mates or pets or, preferably, both. Why is that different from the standard post-32 controller build? Its different because you open. You are the one that starts the fight, nobody else. After the build and the powers discussion I will discuss some fight tactics and go through them in some detail, however for now allow me to assure you that with this build you will spend most of your time leading the team from the front as opposed to meekly following the tank around. This build is for picking fights and finishing them.
Thirdly, its important that you be aware that at the beginning of this characters career things advance pretty normally as far as controllers go. Its only after you get your pets that you truly begin to reach your potential. Again, that may seem like a completely obvious statement, but its especially true with this build. The reason for that is that until this point you are reliant on team mates, for the most part, to do the damage for you. What about Containment, you ask! I solo fine with containment, says you! Thats fine and good but remember, this build is about speed and aggression. Its not just a solo build, its a Ima solo this whole four person team room full of mobs build. Its also a Oops, I screwed up and now these two minions are gonna gump me into the ground build if you youre not careful. I digress.
The final point on this is that you might look and feel like a normal controller when you roll this guy up, but as you progress through the levels you will begin to notice a difference between yourself and the other controllers on your team. Again, Ill go through specific tactics towards the end of this guide. For now, heres the build;
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 recred(01) hel(5) recred(9) hel(15) recred(40) hel(25)
01 : Char acc(01) hlddur(3) hlddur(7) hlddur(9) recred(17) recred(25)
02 : Fire Cages acc(02) immdur(3) immdur(7) immdur(11) recred(17) recred(27)
04 : Radiation Infection endred(04) thtdbf(5) defdbf(13) thtdbf(29) thtdbf(29) defdbf(33)
06 : Hurdle jmp(06)
08 : Combat Jumping endred(08)
10 : Accelerate Metabolism recred(10) recred(11) recred(37) endrec(37) endrec(37) endrec(36)
12 : Flashfire acc(12) disdur(13) disdur(15) disdur(23) recred(31) recred(34)
14 : Super Jump jmp(14)
16 : Swift runspd(16)
18 : Cinders acc(18) hlddur(19) hlddur(19) hlddur(23) recred(31) recred(31)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Enervating Field endred(22)
24 : Mutation recred(24) recred(36)
26 : Hasten recred(26) recred(27) recred(34)
28 : Lingering Radiation acc(28) recred(39) slw(39)
30 : Bonfire recred(30)
32 : Fire Imps acc(32) acc(33) acc(33) dam(34) dam(42) dam(42)
35 : Fallout acc(35) thtdbf(42) thtdbf(43) defdbf(36) dam(50) dam(50)
38 : EMP Pulse acc(38) hlddur(39) hlddur(40) hlddur(40) recred(43) recred(45)
41 : Fire Ball acc(41) dam(43) dam(45) dam(46) recred(46) recred(46)
44 : Fire Shield endred(44) damres(45)
47 : Consume recred(47) recred(48) recred(48) acc(48) endrec(50)
49 : Recall Friend recred(49)
-------------------------------------------
01 : Brawl acc(01)
01 : Sprint runspd(01)
02 : Rest recred(02)
All powers are selected and slotted with the assumption that SO's are being used
Yes, I skipped smoke. Yes, I skipped Hot Feet. Yes, I did that on purpose. Don't worry, I'll explain later.
The slotting order looks strange. I could make up excuses but the truth of the matter is that I suck with Joes character builder so the order in which I slotted looks weird. Either way, it doesnt matter, this build is for experienced players anyway, you know what youre doing in terms of when to slot what so as long as it looks similar at the end of the day to this slotting structure youll be fine, regardless of the order in which you do it. Best advice I can give on slotting is to slot depending on what you need most at that level, but you guys know that already. So, the order in which you slot is up to you, but the structure of the slotting is important.
[u]Powers Overview - Fire Control[u]
RING OF FIRE (CLICK) Immobilizes target in a Ring of Fire. Deals Fire
damage over time. More resilient foes may require multiple Rings.
Waste of a power. The other choice is Char, which is next. Single target hold or single target Immob. Duh... Besides, at level two you get Fire Cages which is the same thing but AoE so why bother? Moving on.
CHAR (CLICK) Incapacitates a targeted foe at a distance by
Charring him with smoldering soot and cinders.
Single target Hold. It's your first power choice. Slot the hell out of it ASAP but don't ignore the other powers coming up. 1 ACC, 2 RECHARGE, 3 HOLD
FIRE CAGES (CLICK) Immobilizes a group, with Fire damage over time.
Less damage than Ring of Fire, but affects several foes.
Take it at level two. Again, slot the hell out of it. 1 ACC, 2 RECH and 3 IMMOB
SMOKE (CLICK) Most foes in affected area cant see past melee
range. If attacked, they see you, but have an Accuracy penalty.
Meh... don't bother. It's a nice power to have and it's kinda handy, but it's not worth it. Better to skip it and take Radiation Infection instead. It's a better debuff and it debuffs ToHit as well.
HOT FEET (TOGGLE) While active, heats the earth in a large area
around you, Slowing nearby foes as they attempt to escape.
Stay away from this one. It's another toggle that will suck your endurance and it'll only slow you down. With the rate you'll be using your powers towards the mid-game this will mean that you'll run out of endurance faster. Take a power pool power instead.
Some of you old-timers are shaking your head at this point, I can feel it. Trust me, it's thematic with the build. It's not a bad power, it's just contrary to what this build tries to accomplish.
FLASHFIRE (CLICK) Hurls Flashfire at a group of foes to Disorient
them and deal some damage over time.
GREAT POWER! When used in conjunction with Fire Cages this makes a wonderful ghetto hold. Take it and slot the hell out of it. 1 ACC, 2 RECHARGE, 3 DISORIENT
CINDERS (CLICK) Incapacitates a group of villains around you by
whirling Cinders to choke and leave them helpless.
K... do I really need to say it? Take this power the moment it becomes available at level 18. 1 ACC, 2 RECH, 3 HOLD
BONFIRE (CLICK) Drops a burning fire on the ground that knocks
back and burns any foes who try to pass through it.
Good power, but very situational. It's important to note that this is a great power for when the mobs are no longer in your control and you're trying to buy time. Dropping it in a corner or in a hallway will force mobs onto their backs. It's great for placing around a corner and pulling bosses to you. Take it but don't bother slotting it with any more than 1 RECH as you just won't need it that much.
It's a great "Oh, crap" power when the fecal matter strikes the high-speed rotation device and it has some wonderful tactical uses so it's worth having.
FIRE IMPS (CLICK) Summons 2 to 5 small Fire Imps to attack nearby
foes. They last quite a while and can be healed and buffed.
If you don't take this power at level 32 I will hunt you down and smack you with a giant ham and cheese sammich. You will take this power and you will slot it with no less than 2 ACC and 3 DAM, though I reccomend a full 3 and 3 of each. Why? Because they'll hit anything!! It doesn't matter what you're fighting or how powerful they are, these little b*stards will hit it and you need them too. They're you're only real damage.
It may seem excessive to some of you, I realize that, but remember that this build is focused on speed and damage and that means making sure that every single hit counts as much as it can, no matter what. If you want to slot something with one more slot, go ahead, but no less than 2 ACC and 3 DAM. Don't bother with recharge, if you're doing it right the mobs aren't even fighting back anyway, and if your imps do take damage then you can heal them yourself with Radiant Aura.
[u]Powers Overview - Radiation Emission[u]
RADIANT AURA (CLICK) Mends your allies wounds. This power
restores some Hit Points to you and all nearby Heroes.
You're stuck with it, but it's worth having. Slot it as you go, but eventually you'll want it six slotted. 3 RECH, 3 HEAL. No rush on getting it slotted, if you're fine then fine and when you find you need more healing or you have nothing that absolutely must be slotted right then and there then slot it some more.
RADIATION INFECTION(TOGGLE) Infects target and all foes that he contacts,
until target dies or you stop. Reduces Accuracy and Defense.
Must have. This is a cornerstone power for this build. Take it at level 4 and slot aggressively. 1 END RED, 3 ToHtDBF, 2 DEFDBF.
ACCELERATE METABOLISM (CLICK) Boosts run, attack speed, recovery
and damage of nearby allies. Allies are resistant to most effects.
Excellent power, definately a must have. This increases the imps' attack rate significantly and makes a difference in terms of squeezing every last ounce of speed out of the build. Slot aggressively with 3 RECHARGE and 3 END MOD.
ENERVATING FIELD (TOGGLE) Slowly damages and decreases the
damage rate of the target and all nearby foes, until you stop.
I have no idea what this means, but it's wrong. This power reduces the damage that the opponents deal and also reduces their damage resistance. You don't need to slot this power, it's a one-shot, just slap 1 END RED in the initial slot and you're good to go.
MUTATION (CLICK) Revives and greatly boosts fallen ally, for a while.
Then ally is significantly weakened, but still standing.
Great power. At the end of the day, no matter how hard you play and no matter how good you are, your team mates will die. Period. That is an absolute. Take this power, slot 2 RECHARGE and call me in the morning.
LINGERING RADIATION (CLICK) Emits Lingering Radiation that reduces
attack rate and movement speed of all foes near the target.
This power is the reason why people want Rad toons on their team for AV's. It slows movement, attack rate and regen. You don't need much in it for it to be really effective. 1 ACC, 1 RECHARGE and 1 SLOW is all you need to really get'er done. You'll find you don't use it much against regular spawns but big AV's and EB's get this as the royal treatment. Once you've got RI, EF and this baby down on them they're weak as kittens and slow as mollasses in January.
CHOKING CLOUD (TOGGLE) Nearby foes may be overcome with toxic
radioactive gas, leaving them choking and helpless.
It's a good power, but it's just another toggle you don't need. This power is only usefull in melee and that's the last place you want to be if the mobs aren't held. It's not worth the time or the expense and requires that you be right in the thick before the mobs get held. Not only that but they're liable to aggro before you get off your melee PBAoE holds if they're not already held, but I'm getting ahead of myself. Short story, don't take it, you won't need it and it'll only be another drain on endurance that you desperately need.
FALLOUT (CLICK) After an ally falls in battle, you can activate this
power to pull energy from their body to deal a massive amount of
damage to all nearby foes.
This power is the definition of the word "Joygasm". It makes Vengeance look like masturbation. This power not only does insane damage to everything around it, but it debuffs Damage, it debuffs Accuracy, it debuffs Damage Resistance, it debuffs Defense, it slices, it dices, it Julienne's, it'll mow your lawn, make your lunch and bring you coffee in the morning. This is one of the best powers in the game and is capable of turning an imminent team whipe into a glorious victory. There's just one caveat... someone has to die.
I said it already, but I'll say it again 'cause it's true: People are going to die. You can't always avoid it or prevent it no matter how good you are. So, instead of avoiding a wonderful power on the principle that you think that if you're doing your job right no one dies, accept the reality that sometimes it's not your fault (though sometimes it will be) and take the powers that will allow you to snatch victory from the jaws of defeat. 1 ACC, 2 DAM, 2 ToHtDBF, 1 DefDBF.
EM PULSE (CLICK) You can unleash a massive pulse of electromagnetic
energy incapacitating all foes in its radius. Leaves you
briefly unable to recover End.
This is your second of 2 PBAoE holds. It's fantastic and it lasts forever with the added bonus of doing damage to machines. 1 ACC, 3 HOLD, 2 RECHARGE.
[u]A Not on Power Pools[u]
Fitness
Youll notice that I start with power pools early. I avoid Health in favour of Hurdle and actually recommend Hurdle and Combat Jumping early on. The two of them together create like a mini travel power. Its just a personal preference. If you prefer you can exchange Swift and Hurdle in he power selection. I didnt bother with Health because with Radiant Aura you can heal yourself well enough that it pretty much negates the Health altogether. No matter what anyone says, however, and no matter how many people say it, this is a build that requires Stamina. You cant get around it.
Leaping
I find leaping to be more thematic with this build. I often find myself bouncing about the map like an imp myself, bounding from one side of the battle to the other to make sure my holds are centred and to give myself the chance to choose a proper anchor for my rad toggles. I suppose, since the build has Hasten anyway, one could take Speed, however I find that by the time youre about level 35 youre as fast as you need to be anyway.
Speed
Believe it or not, Hasten is a crucial power to the build for fairly obvious reasons. As you play it will become even more obvious. Trust me, youll want this one.
Teleport
This is a great power and I selected it last as a rounding out power right at the end. Its not necessary earlier on, but with it you can do some neat stuff like the Whoopsie-Daisy maneuver detailed below. Theres no great need for this power, but I find it really fun.
Fire Mastery
Five words: Containment, Enervating Field and Fireball. Need I say more? Also, Fire Shield is a must as youll be taking many an alpha on your own if played to the max. Consume is a great power and youll find yourself often diving into a group of held mobs and hitting this power to restore pretty much your entire endurance bar.
[u]Tactics and Combat Approach[u]
I have to take this from the approach of post 25, so consider these tactics and discussions to be for a character that has that much under their belt.
You will die a lot. You will die not because the build will fail you but because you failed to be careful, you failed to assess the situation properly and you failed to fully appreciate the environment. I have never, ever been defeated on this character that it was because I was stupid and careless. On the other hand, when Ive been paying attention and being careful I can do almost anything. Ive never been defeated that I didnt look at the monitor and what was happening and realize that Id made a mistake. The difference between this build and any other build where that could be said is that Im invariably, win or lose, taking on vastly more than most any given moment.
This build will play like any other Controller build until about level 28. At that point it starts to diverge for two reasons. Firstly, at that point you'll need to start taking initiative with any team that you're on. You'll need to start casting debuffs while the tanker or scrapper is charging and holding the mobs immediately with Fire Cages. It's at this point that the build starts to become more front row than other builds. Secondly, you'll start to notice that you're able to hold off a back end ambush while the team concentrates on the mobs ahead. Thats just an example, really, the thrust is that you'll really start to see the power of the build shine through. You'll have enough control and debuff to be able to delay and hold off a four man team's worth of mobs by yourself. You won't be able to take them down, but you'll be able to stop them and buy your team time to get to you due to the combination of both powersets.
The Whos Yer Daddy?
This is your basic PBAoE charge. Wait for the tank to start his charge to cast RI. Once the tank gets there RI should be cast and you can follow him in and nail Cinders, getting everyone. Immediately cast EF and back out, follow up with Fire Cages.
The Whos Yer Daddy? Surprise
Same routine, but no tank this time. Fairly basic so far, but the difference is that the bigger team youre on the riskier and more fun it is. Especially if you get there before the tank can taunt. Its tactics like this that preclude using Hot Feet.
The Whole Shebang
This is similar to the Whos Yer Daddy Surprise. The catch is that you can only use it after level 38 when you have EMP. The difference between the two is that you immediately cast EMP after Cinders. This is a great tactic for spawns that have multiple bosses. Yah Im talking about charging a full teams worth of mobs all by yourself. It works great, but you gotta be quick!
Also, this is a great tactic for AVs once the aggros been grabbed and works well to stack magnitude very quickly.
The Whole Shebang Lite
This is the same as a Whos Yer Daddy Suprirse, but only works when theres only one boss in the spawn. You only need cast Cinders or EMP, not both, but you do so with the Boss targeted. Target the boss, leap to the center of the spawn and cast Cinders and immediately cast Char on the boss. Everythings held, Bobs yer Uncle.
The Corner Pull
Again, fairly basic, standard tactic used by most Rads. You can start using this in the Hollows, even. Find a mob in a door mission just around a corner and use your RI to aggro them. The trick with RI is that for as long as it takes to cast you can move almost immediately, so you have a few seconds to get to safety before the mobs aggro. You do this by running around a corner where you and your team mates lie in wait. This is a great tactic for pulling a spawn away from where another spawn is close by.
The Corner Pull Disco Party
This is the same as the Corner Pull with one very important difference. As soon as you can move after starting to cast RI, move back around the corner, as usual but this time throw a bonfire down just on the other side of the corner. This is a great move for soloing purple bosses and company. Theyll bounce off the Bonfire and when they do, duck around and hit em with a single target hold and EF while your imps do their thing then duck back and watch as he bounces off the bonfire again, come around and hit him a second time to hold him. If hes surrounded by minions and LTs then you may want to use Cinders as your first hold. Be very, very careful though. The bigger the spawn the more scatter you get and you can get yourself in trouble real fast. This tactic works best solo and in teams of up to about 3 or 4 max.
The Ghetto Hold
Flashfire, then Fire Cages. Pretty simple. Theyre immobd and stunned, its the same effect as a hold only you have both your single target and your PBAoEs held back.
Twisting in the Wind
This move is a staple of this build and works really, really well on big spawns. Find the boss, move in just enough to start casting RI then move a touch closer and hit fire cages while RI is still casting so it queues up. Once RI casts theyll alpha but they should be debuffed enough that youll be alright, the moment FC starts to cast hit Flashfires so its queued. Now theyre immobilized and stunned, hit EV and move in for the kill. Looks like a Ghetto Hold, doesnt it? Well, it is kinda, but with two differences; this move is done on large spawns without the help of a tank and secondly, youre casting Fire Cages first. The reason is to avoid as much scatter as possible. The closer together you keep them the better, as a general rule.
Sometimes its better to be lucky than good, and this is one of those times. Make no mistake, though, be judicious and careful with it if you dont have to choose between Lucky and Good and you can be both, then thats the best answer. Its a fun tactic, but it will get you killed. When it works, though its magical. This maneuver really demonstrates Surfer Mode for this build; You either look fantastic or youre dead.
The Whoopsie-Daisy
Fallout is one of the best powers in the game. You can save the entire team from being whipped by using it, especially when its the tank that fell. It does insane damage and debuffs everything. Using Fallout and then immediately casting Mutation not only reverses a death, but allows you to turn the tables in a major way. The Whoopsie-Daisy, on the other hand is a twist. This is one of my personal favorites for two reasons. Firstly, its impressive as hell, but more importantly itll allow you to take a loss and turn it into a win. Youll only be able to do this after you have both Fallout and Recall Friend, but the idea is that you teleport your dead friend to the feet of the mobs and use Fallout. The beauty of this move is that you can do it on a brand new spawn, whiping them out entirely. Youll find, however, that you use it the most in AV fights where the AV runs about a lot.
[u]Final Discussion[u]
Some of you will hate this build. Youll think its stupid and wasteful and it wont suit you at all. Thats fine as it really is something specialized. Remember, this is a Fire/Rad controller from the perspective of a Fire/Fire blaster. Its about damage and oppression and offense and speed and mayhem. When it works its a blast and when it doesnt work its because you screwed up and if youre not careful, at its worst, the playstyle can cause a team whipe. But at its best, if youre still alive and youre smart and fast you wont necessarily need a team no matter how big the spawn is.
You will spend a lot of time going to and from the Hospital. Its going to happen. If dying frustrates you then this is not the build for you.
If, however, you like the idea of controllers but dont have the patience to play one, youll want to try this.
The tactics listed above are not the sum total of the builds capabilities. They are merely a guide as to what its capable of in most respects. If you follow its abilities with the concepts of Speed, Aggression and Damage foremost in your mind then it become apparent very quickly just what it is that separates this build and playstyle from others. Remember, also, that this isnt just about a build, its about a style of play, a mentality when playing the character. Its not just about having these powers and using them, its about the way you use them and the frame of mind you carry when you go through the game.
Be fast.
Be first.
Be smart.
Be deadly.
Finally, even if you dont like this playstyle and build combination, if you can take something from it, anything, really, then Ill be satisfied. Take whatever you feel applies to you and use it.
Cheers;
-Liv
Brother of Markus
The Lord of Fire and Pain
The Legendary Living Hellfire
Fight my brute!