Indecive about Fire/rad build


CelestiaCoH

 

Posted

So I keep playing with different builds for my fire rad.. and am ready to dump some infl on him (300 mil or more ready and alot of merits on another toon) but having a hard time deciding what build is best for what I want out of him.

My main goal is to use choking cloud, cinders, emp to keep groups locked down while they burn, and being be able to solo av's with the same build would be total gravy. Trying to decide which powers I can skip which is hard because most of them are fun (okay so the mutation and fallout I know I can skip, and as fun as bonfire is I guess I COULD let it go).

I've read the few posts I could find and am concerned about end usage of course (have at least a perf shifter proc waiting to slot up and can work in sets okay), but how much recharge is enough to perma am and hasten? I figure I'll make that my main goal since I love having mass holds/mezzes as often as possible... but I can't figure out the numbers on how much is needed myself.

So my main questions I guess before I ramble...

1 How much recharge is needed for perma am/hasten.

2 Are the unique heal procs (miracle/numina) sufficient to put in radiant aura instead of having to take health (I really like the movement capabilities of swift and hurdle together) since I don't mind just using the heal every 2 minutes for them to work (and when I need then I probably will need a heal)

3 How much Range defense is sufficient to solo AV's with inspirations so I don't have to limit my whole build for capping ranged)

and 4 Anyone bored enough (and can't play due to work or whatever) to post some sample builds that incorporate perma am/haste and decent ranged defense into a fire/rad/psi build with superjump as the travel and choking cloud/cinders/and emp in the build (assuming hotfeet of course)
I can give up swift to take health and put the uniques there I just figured I could get better set bonus's putting them into radiant aura and working for there. I have some basics lying around already and a decent amount of infl between toons, I enjoy procs alot but appreciate effectiveness even more.


Thanks in advance for any help... oh ya p.s. does fire cages not give the -kb it says? I was playing around on a fire/storm and fire cages even freshly cast didn't stop bonfire or tornado (seperate not even together) from throwing +2s around unless I stacked it)


 

Posted

[ QUOTE ]
1 How much recharge is needed for perma am/hasten.

[/ QUOTE ]

Just about 70% global recharge will get you perma AM, and very, very close to perma Hasten. I have 68% and Hasten is only down for 2 seconds.

[ QUOTE ]
2 Are the unique heal procs (miracle/numina) sufficient to put in radiant aura instead of having to take health (I really like the movement capabilities of swift and hurdle together) since I don't mind just using the heal every 2 minutes for them to work (and when I need then I probably will need a heal)

[/ QUOTE ]

I would not do this. Slot them in Health. You will really want as much end recovery as possible, at all times. Hot Feet, Choking Cloud, and the rad toggles will use huge amounts of endurance when they are all up.

[ QUOTE ]
3 How much Range defense is sufficient to solo AV's with inspirations so I don't have to limit my whole build for capping ranged)

[/ QUOTE ]
You will still want to be close to the soft cap, as AV's will resist the to-hit debuff from RI quite a bit. I would say no less than about 40%. I would also suggest keeping Ring of Fire and slotting for damage. When I have gone up against AV's, the biggest problem I had was a lack of single target damage.

[ QUOTE ]
and 4 Anyone bored enough (and can't play due to work or whatever) to post some sample builds that incorporate perma am/haste and decent ranged defense into a fire/rad/psi build with superjump as the travel and choking cloud/cinders/and emp in the build (assuming hotfeet of course)

[/ QUOTE ]

Not exactly what you asked for, but here is my current build.

(Please note that this is built for tackling large groups of regular enemies, not AV soloing, so is lacking in both single target damage and ranged defense)

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Radiant Salamander: Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(9), BasGaze-Acc/Rchg(13), HO:Perox(31), HO:Perox(42)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(5), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(33), Dct'dW-Heal(45)
Level 2: Radiation Infection -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(3), DarkWD-ToHitDeb(25), DarkWD-Rchg/EndRdx(27), Achilles-ResDeb%(46)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(5), P'Shift-EndMod/Rchg(7), Efficacy-EndMod/Rchg(40), P'Shift-EndMod(50)
Level 6: Fire Cages -- GravAnch-Immob(A), GravAnch-Immob/Rchg(7), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(25), GravAnch-Immob/EndRdx(40)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(11)
Level 10: Hurdle -- Jump-I(A)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(15), Amaze-Acc/Rchg(17), Amaze-EndRdx/Stun(34), Rope-Acc/Rchg(39)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A)
Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
Level 18: Hot Feet -- P'ngTtl-Acc/EndRdx(A), TmpRdns-Acc/EndRdx(19), TmpRdns-Dmg/Slow(19), M'Strk-Dmg/EndRdx(23), Dmg-I(27), Armgdn-Dam%(36)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), P'Shift-End%(46)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 24: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(34), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(37), UbrkCons-EndRdx/Hold(39)
Level 26: Lingering Radiation -- TmpRdns-Acc/Slow(A), P'ngTtl-Acc/Slow(43), TmpRdns-EndRdx/Rchg/Slow(43)
Level 28: Choking Cloud -- G'Wdw-Acc/EndRdx(A), G'Wdw-EndRdx/Hold(29), EoCur-EndRdx/Hold(29), Para-EndRdx/Hold(31), G'Wdw-Dam%(31), UbrkCons-Dam%(37)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(39)
Level 32: Fire Imps -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Acc/Rchg(33), S'bndAl-Dmg(33), S'bndAl-Dmg/EndRdx(34), C'Arms-+Def(Pets)(36), EdctM'r-PetDef(37)
Level 35: Assault -- EndRdx-I(A), EndRdx-I(43)
Level 38: EM Pulse -- Lock-Acc/Hold(A), Lock-Acc/Rchg(40), Lock-Acc/EndRdx/Rchg/Hold(42), Hold-I(42)
Level 41: Hibernate -- Heal-I(A)
Level 44: Frozen Armor -- HO:Cyto(A), GftotA-Def/EndRdx(45), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(46)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), Det'tn-Dmg/Rchg(50)
Level 49: Smoke -- Acc-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment


 

Posted

[ QUOTE ]
[ QUOTE ]
3 How much Range defense is sufficient to solo AV's with inspirations so I don't have to limit my whole build for capping ranged)

[/ QUOTE ]
You will still want to be close to the soft cap, as AV's will resist the to-hit debuff from RI quite a bit. I would say no less than about 40%. I would also suggest keeping Ring of Fire and slotting for damage. When I have gone up against AV's, the biggest problem I had was a lack of single target damage.

[/ QUOTE ]

If you're lacking in ST damage, you should take & slot Ice Blast. It's even better than Fire Blast for pure DPA. Would certainly give you more utility than Smoke (I'd move Hibernate to 49, IB at 41, take a slot each from Ice Storm & Ice Armor, 3 more from somewhere else, and 6-slot w/Thunderstrikes for more ranged def too). If you have no particular desire to solo AVs, I guess there's no real need, but since the OP asked about that...

BTW, you need around 39% def to softcap vs. AVs w/RI running (slotted w/3 Enzymes). Considerably lower if you're planning on using insps, of course.


An Offensive Guide to Ice Melee

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
3 How much Range defense is sufficient to solo AV's with inspirations so I don't have to limit my whole build for capping ranged)

[/ QUOTE ]
You will still want to be close to the soft cap, as AV's will resist the to-hit debuff from RI quite a bit. I would say no less than about 40%. I would also suggest keeping Ring of Fire and slotting for damage. When I have gone up against AV's, the biggest problem I had was a lack of single target damage.

[/ QUOTE ]

If you're lacking in ST damage, you should take & slot Ice Blast. It's even better than Fire Blast for pure DPA. Would certainly give you more utility than Smoke (I'd move Hibernate to 49, IB at 41, take a slot each from Ice Storm & Ice Armor, 3 more from somewhere else, and 6-slot w/Thunderstrikes for more ranged def too). If you have no particular desire to solo AVs, I guess there's no real need, but since the OP asked about that...

BTW, you need around 39% def to softcap vs. AVs w/RI running (slotted w/3 Enzymes). Considerably lower if you're planning on using insps, of course.

[/ QUOTE ]

Good suggestion on the Ice Blast for ST dmg.

I should have been more clear in my post that the build for my Fire/Rad that I listed is NOT intended for AV soloing. It is more of the typical large spawn decimator. I posted it so the OP could see an example of perma-AM, perma-Hasten.


 

Posted

Here's the build I've been using for a few months. I got it from these boards and tweaked it a wee bit so that I had Mutation and Recall Friend for when she teams.

I'm very very happy with this build. Hope it gives you some ideas.

The only IOs I still haven't slotted are the Numina and Miracle uniques because I've farmed cash and drops to IO three characters since slotting Solaria, and didn't want to have to worry about getting them when my end management is very good currently. Though having those two uniques would make her unstoppable.

The HOs cost me 30 million for the two enhancers, but it was well worth it.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

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

Hero Profile:
Level 1: Char -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(3), Thundr-Dmg/EndRdx/Rchg:50(5), Hold-I:50(5), Hold-I:50(7)
Level 1: Radiant Aura -- Dct'dW-Heal/Rchg:40(A), Dct'dW-Heal/EndRdx/Rchg:50(7), Dct'dW-Heal:40(9), Dct'dW-Rchg:50(46), Dct'dW-Heal/EndRdx:50(48)
Level 2: Fire Cages -- TotHntr-Immob/Acc:50(A), TotHntr-Acc/EndRdx:50(9), TotHntr-Acc/Rchg:50(11), TotHntr-Dam%:50(11), EndRdx-I:50(13)
Level 4: Radiation Infection -- Achilles-ResDeb%:20(A), HO:Enzym(13), HO:Enzym(15)
Level 6: Accelerate Metabolism -- Efficacy-EndMod/Acc/Rchg:50(A), Efficacy-EndMod:50(15), Efficacy-Acc/Rchg:50(17), Efficacy-EndMod/Rchg:50(17), Efficacy-EndMod/EndRdx:50(19), Efficacy-EndMod/Acc:50(19)
Level 8: Hot Feet -- M'Strk-Acc/Dmg/EndRdx:50(A), M'Strk-Dmg/EndRdx/Rchg:50(21), M'Strk-Acc/EndRdx:50(21), M'Strk-Dmg/EndRdx:50(23), C'ngBlow-Acc/Dmg:50(23), C'ngBlow-Dmg/EndRdx:50(25)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(27)
Level 12: Flashfire -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(36), Stpfy-Acc/EndRdx:50(36), Stpfy-Stun/Rng:50(36), Stpfy-Acc/Stun/Rchg:50(37), RechRdx-I:50(50)
Level 14: Super Speed -- Run-I:50(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(27)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(29), EndMod-I:50(29)
Level 22: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(50)
Level 24: Lingering Radiation -- TmpRdns-Acc/Dmg/Slow:50(A), TmpRdns-Acc/Slow:50(50)
Level 26: Bonfire -- KinCrsh-Dmg/EndRdx/KB:50(A), KinCrsh-Dmg/KB:50(39), KinCrsh-Acc/KB:50(40), KinCrsh-Rechg/EndRdx:50(40), KinCrsh-Rchg/KB:50(43), KinCrsh-Acc/Dmg/KB:50(43)
Level 28: Choking Cloud -- EoCur-EndRdx/Hold:50(A), G'Wdw-EndRdx/Hold:50(31), NrncSD-EndRdx/Hold:30(31), NrncSD-Dam%:30(31), Para-EndRdx/Hold:30(34), G'Wdw-Dam%:50(34)
Level 30: Cinders -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(37), BasGaze-Rchg/Hold:30(37), BasGaze-EndRdx/Rchg/Hold:30(40), BasGaze-Acc/EndRdx/Rchg/Hold:30(43), G'Wdw-Acc/Hold/Rchg:50(46)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg:50(33), BriL'shp-Acc/Dmg:40(33), BriL'shp-Dmg:40(33), Acc-I:50(34)
Level 35: Mutation -- RechRdx-I:50(A)
Level 38: EM Pulse -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(39), BasGaze-Rchg/Hold:30(39), BasGaze-EndRdx/Rchg/Hold:30(42), BasGaze-Acc/Rchg:30(46)
Level 41: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(48)
Level 44: Fire Shield -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(45), ImpArm-ResDam/EndRdx/Rchg:40(45), ImpArm-ResDam/Rchg:40(45)
Level 47: Hover -- Flight-I:50(A)
Level 49: Recall Friend -- Range-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment


Queen of the Amazons, WP/DB
Sound Judgement Son/Son
Cobra Lily Plant/Kin
Celestia, FF/Psy
Nefertiri, Storm/Elec
Pixie, Ill/Rad
Guardian Server

 

Posted

Okay I came up with a build that is 3 seconds off of perma hasten and has decent (26ish) ranged defense... help me rate and tweak it if you would....

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

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

Hero Profile:
Level 1: Char <ul type="square">[*] (A) HamiO:Peroxisome Exposure[*] (3) HamiO:Peroxisome Exposure[*] (3) HamiO:Peroxisome Exposure[*] (5) Recharge Reduction IO[*] (5) Unbreakable Constraint - Chance for Smashing Damage[*] (7) Apocalypse - Chance of Damage(Negative)[/list]Level 1: Radiant Aura <ul type="square">[*] (A) Miracle - Heal[*] (7) Miracle - Heal/Recharge[*] (9) Miracle - Heal/Endurance/Recharge[/list]Level 2: Radiation Infection <ul type="square">[*] (A) HamiO:Enzyme Exposure[*] (9) HamiO:Enzyme Exposure[*] (11) HamiO:Enzyme Exposure[/list]Level 4: Accelerate Metabolism <ul type="square">[*] (A) Performance Shifter - EndMod[*] (11) Performance Shifter - EndMod/Recharge[*] (13) Performance Shifter - EndMod/Accuracy/Recharge[*] (13) Performance Shifter - EndMod/Accuracy[*] (15) Recharge Reduction IO[/list]Level 6: Fire Cages <ul type="square">[*] (A) Gravitational Anchor - Chance for Hold[*] (15) Gravitational Anchor - Accuracy/Recharge[*] (17) Gravitational Anchor - Immobilize/Endurance[*] (17) Gravitational Anchor - Immobilize[*] (19) Gravitational Anchor - Accuracy/Immobilize/Recharge[/list]Level 8: Hot Feet <ul type="square">[*] (A) Eradication - Chance for Energy Damage[*] (19) Eradication - Accuracy/Damage/Recharge[*] (21) Eradication - Accuracy/Damage/Endurance/Recharge[*] (21) Armageddon - Damage/Endurance[*] (23) Armageddon - Damage[*] (23) Endurance Reduction IO[/list]Level 10: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (25) Blessing of the Zephyr - Knockback Reduction (4 points)[*] (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[/list]Level 12: Flashfire <ul type="square">[*] (A) Absolute Amazement - Endurance/Stun[*] (27) Absolute Amazement - Stun[*] (27) Absolute Amazement - Stun/Recharge[*] (29) Absolute Amazement - Accuracy/Stun/Recharge[*] (29) Absolute Amazement - Accuracy/Recharge[/list]Level 14: Super Jump <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[/list]Level 16: Hurdle <ul type="square">[*] (A) Jumping IO[/list]Level 18: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery[*] (31) Miracle - +Recovery[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End[*] (31) Performance Shifter - EndMod[*] (33) Performance Shifter - EndMod/Accuracy[*] (33) Performance Shifter - EndMod/Recharge[/list]Level 22: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (33) Recharge Reduction IO[*] (34) Recharge Reduction IO[/list]Level 24: Cinders <ul type="square">[*] (A) Basilisk's Gaze - Accuracy/Hold[*] (34) Basilisk's Gaze - Recharge/Hold[*] (34) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold[*] (36) Basilisk's Gaze - Endurance/Recharge/Hold[*] (36) Lockdown - Accuracy/Endurance/Recharge/Hold[/list]Level 26: Enervating Field <ul type="square">[*] (A) Endurance Reduction IO[*] (36) Endurance Reduction IO[/list]Level 28: Choking Cloud <ul type="square">[*] (A) Ghost Widow's Embrace - Endurance/Hold[*] (37) Essence of Curare - Endurance/Hold[*] (37) Neuronic Shutdown - Endurance/Hold[*] (37) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold[*] (39) Lockdown - Accuracy/Endurance/Recharge/Hold[*] (39) Lockdown - Chance for +2 Mag Hold[/list]Level 30: Lingering Radiation <ul type="square">[*] (A) Tempered Readiness - Accuracy/Slow[*] (39) Tempered Readiness - Endurance/Recharge/Slow[/list]Level 32: Fire Imps <ul type="square">[*] (A) Blood Mandate - Accuracy/Damage[*] (40) Blood Mandate - Damage/Endurance[*] (40) Blood Mandate - Accuracy/Endurance[*] (40) Blood Mandate - Accuracy/Damage/Endurance[*] (42) Blood Mandate - Accuracy[*] (42) Blood Mandate - Damage[/list]Level 35: Maneuvers <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (42) Luck of the Gambler - Defense/Endurance[*] (43) Luck of the Gambler - Defense[/list]Level 38: EM Pulse <ul type="square">[*] (A) Unbreakable Constraint - Hold[*] (43) Unbreakable Constraint - Hold/Recharge[*] (43) Unbreakable Constraint - Accuracy/Hold/Recharge[*] (45) Unbreakable Constraint - Accuracy/Recharge[*] (45) Unbreakable Constraint - Endurance/Hold[/list]Level 41: Mental Blast <ul type="square">[*] (A) Thunderstrike - Accuracy/Damage[*] (45) Thunderstrike - Damage/Endurance[*] (46) Thunderstrike - Damage/Recharge[*] (46) Thunderstrike - Accuracy/Damage/Recharge[*] (46) Thunderstrike - Accuracy/Damage/Endurance[*] (48) Thunderstrike - Damage/Endurance/Recharge[/list]Level 44: Indomitable Will <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (50) Recharge Reduction IO[/list]Level 47: Psionic Tornado <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage[*] (48) Positron's Blast - Damage/Endurance[*] (48) Positron's Blast - Damage/Recharge[*] (50) Positron's Blast - Accuracy/Damage/Endurance[*] (50) Positron's Blast - Chance of Damage(Energy)[/list]Level 49: Mind Over Body <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%[/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% DamageBuff(Smashing)[*]3% DamageBuff(Lethal)[*]3% DamageBuff(Fire)[*]3% DamageBuff(Cold)[*]3% DamageBuff(Energy)[*]3% DamageBuff(Negative)[*]3% DamageBuff(Toxic)[*]3% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]6.75% Defense(Fire)[*]6.75% Defense(Cold)[*]17.4% Defense(Energy)[*]17.4% Defense(Negative)[*]3% Defense(Psionic)[*]3% Defense(Melee)[*]19.6% Defense(Ranged)[*]7.69% Defense(AoE)[*]1.8% Max End[*]66.3% Enhancement(RechargeTime)[*]61% Enhancement(Accuracy)[*]14% FlySpeed[*]68.7 HP (6.75%) HitPoints[*]14% JumpHeight[*]14% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Stun) 1.65%[*]33% (0.55 End/sec) Recovery[*]10% (0.42 HP/sec) Regeneration[*]9.13% Resistance(Fire)[*]9.13% Resistance(Cold)[*]14% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Miracle[u]
(Radiant Aura)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 19.1 HP (1.88%) HitPoints[/list][u]Performance Shifter[u]
(Accelerate Metabolism)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 19.1 HP (1.88%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[/list][u]Gravitational Anchor[u]
(Fire Cages)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Eradication[u]
(Hot Feet)<ul type="square">[*] 1.8% Max End[*] 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)[/list][u]Armageddon[u]
(Hot Feet)<ul type="square">[*] 4% (0.07 End/sec) Recovery[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Blessing of the Zephyr[u]
(Combat Jumping)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] Knockback Protection (Mag -4)[/list][u]Absolute Amazement[u]
(Flashfire)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Blessing of the Zephyr[u]
(Super Jump)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[/list][u]Performance Shifter[u]
(Stamina)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 19.1 HP (1.88%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[/list][u]Basilisk's Gaze[u]
(Cinders)<ul type="square">[*] 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)[*] 2% (0.03 End/sec) Recovery[*] 7.5% Enhancement(RechargeTime)[/list][u]Lockdown[u]
(Choking Cloud)<ul type="square">[*] 3% DamageBuff(All)[/list][u]Tempered Readiness[u]
(Lingering Radiation)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[/list][u]Blood Mandate[u]
(Fire Imps)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)[*] MezResist(Stun) 1.65%[*] 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)[*] 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)[/list][u]Luck of the Gambler[u]
(Maneuvers)<ul type="square">[*] 10% (0.42 HP/sec) Regeneration[*] 11.4 HP (1.13%) HitPoints[*] 7.5% Enhancement(RechargeTime)[/list][u]Unbreakable Constraint[u]
(EM Pulse)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Thunderstrike[u]
(Mental Blast)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)[*] 7% Enhancement(Accuracy)[*] 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight[*] 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)[/list][u]Luck of the Gambler[u]
(Indomitable Will)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Positron's Blast[u]
(Psionic Tornado)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 1.58% Resistance(Fire,Cold)[*] 9% Enhancement(Accuracy)[*] 6.25% Enhancement(RechargeTime)[/list][u]Steadfast Protection[u]
(Mind Over Body)<ul type="square">[*] 3% Defense(All)[/list]
I wonder about the slotting for char, wanted to make it a hefty attack but also a nice control tool for when I need the single target control and need it to last. I figure the two big damage procs give it a big up front damage hit to go with the Dot. Would I be better off 6 slotting thunders for the defense and halving the damage?
Is 26.2 ranged defense enough to have a shot at soloing av's? And is 30 second downtime on IW too much... whole reason I went psi mastery but couldn't find slots keeping my recharge as first priority intact... maybe I should pick up something less pick intensive so I can take ring of fire instead of mental blast but I like having multiple damage types.