Fire/Rad, looking for opinions


Bobitron

 

Posted

Well my build is just about done, just waiting for the fix on Soulbound Allegiance to go through and I'm set. The question here is while I have recall friend I don't seem to have the space for fallout. Should I try to make the space or is this fine as is? Also is this slot effective? I somehow feel that there's something missing here.


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

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

Halitosis Jones: Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Char <ul type="square">[*] (A) Thunderstrike - Damage/Endurance/Recharge[*] (3) Thunderstrike - Accuracy/Damage/Endurance[*] (3) Thunderstrike - Accuracy/Damage/Recharge[*] (5) Lockdown - Accuracy/Endurance/Recharge/Hold[*] (5) Lockdown - Recharge/Hold[*] (7) Lockdown - Accuracy/Hold[/list]Level 1: Radiant Aura <ul type="square">[*] (A) Doctored Wounds - Heal[*] (17) Doctored Wounds - Recharge[*] (19) Doctored Wounds - Heal/Endurance[*] (19) Doctored Wounds - Endurance/Recharge[*] (21) Doctored Wounds - Heal/Endurance/Recharge[*] (21) Doctored Wounds - Heal/Recharge[/list]Level 2: Radiation Infection <ul type="square">[*] (A) Touch of Lady Grey - Defense Debuff/Endurance[*] (23) Touch of Lady Grey - Defense Debuff[*] (25) Touch of Lady Grey - Chance for Negative Damage[*] (25) Dark Watcher's Despair - To Hit Debuff/Endurance[*] (46) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance[*] (50) Dark Watcher's Despair - To Hit Debuff[/list]Level 4: Fire Cages <ul type="square">[*] (A) Gravitational Anchor - Immobilize/Endurance[*] (11) Gravitational Anchor - Immobilize[*] (13) Gravitational Anchor - Immobilize/Recharge[*] (13) Gravitational Anchor - Accuracy/Immobilize/Recharge[*] (15) Gravitational Anchor - Accuracy/Recharge[*] (15) Endurance Reduction IO[/list]Level 6: Accelerate Metabolism <ul type="square">[*] (A) Performance Shifter - EndMod/Accuracy[*] (7) Performance Shifter - EndMod[*] (9) Performance Shifter - EndMod/Recharge[*] (9) Performance Shifter - EndMod/Accuracy/Recharge[*] (11) Performance Shifter - Accuracy/Recharge[/list]Level 8: Hover <ul type="square">[*] (A) Flight Speed IO[/list]Level 10: Swift <ul type="square">[*] (A) Flight Speed IO[/list]Level 12: Flashfire <ul type="square">[*] (A) Absolute Amazement - Endurance/Stun[*] (29) Absolute Amazement - Stun[*] (29) Absolute Amazement - Stun/Recharge[*] (31) Absolute Amazement - Accuracy/Stun/Recharge[*] (33) Absolute Amazement - Accuracy/Recharge[*] (33) Stupefy - Accuracy/Endurance[/list]Level 14: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (17) Recharge Reduction IO[*] (40) Recharge Reduction IO[/list]Level 16: Enervating Field <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 18: Fly <ul type="square">[*] (A) Flight Speed IO[/list]Level 20: Health <ul type="square">[*] (A) Healing IO[*] (39) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 22: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End[*] (23) Endurance Modification IO[*] (33) Performance Shifter - EndMod[*] (34) Endurance Modification IO[/list]Level 24: Cinders <ul type="square">[*] (A) Unbreakable Constraint - Endurance/Hold[*] (37) Unbreakable Constraint - Accuracy/Recharge[*] (37) Unbreakable Constraint - Accuracy/Hold/Recharge[*] (37) Unbreakable Constraint - Hold/Recharge[*] (39) Unbreakable Constraint - Hold[*] (39) Essence of Curare - Accuracy/Recharge[/list]Level 26: Hot Feet <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage[*] (27) Scirocco's Dervish - Accuracy/Damage/Endurance[*] (27) Scirocco's Dervish - Damage/Endurance[*] (36) Multi Strike - Damage/Endurance[*] (40) Multi Strike - Accuracy/Endurance[*] (42) Scirocco's Dervish - Chance of Damage(Lethal)[/list]Level 28: Lingering Radiation <ul type="square">[*] (A) Accuracy IO[/list]Level 30: Choking Cloud <ul type="square">[*] (A) Essence of Curare - Endurance/Hold[*] (31) Ghost Widow's Embrace - Endurance/Hold[*] (31) Endurance Reduction IO[*] (34) Neuronic Shutdown - Endurance/Hold[/list]Level 32: Fire Imps <ul type="square">[*] (A) Soulbound Allegiance - Accuracy/Recharge[*] (34) Soulbound Allegiance - Accuracy/Damage/Recharge[*] (36) Soulbound Allegiance - Damage/Recharge[*] (36) Soulbound Allegiance - Damage[/list]Level 35: Recall Friend <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 38: EM Pulse <ul type="square">[*] (A) Ghost Widow's Embrace - Accuracy/Hold/Recharge[*] (40) Ghost Widow's Embrace - Endurance/Hold[*] (43) Ghost Widow's Embrace - Accuracy/Recharge[*] (43) Ghost Widow's Embrace - Hold/Range[*] (43) Recharge Reduction IO[*] (46) Essence of Curare - Accuracy/Recharge[/list]Level 41: Indomitable Will <ul type="square">[*] (A) Recharge Reduction IO[*] (42) Recharge Reduction IO[*] (42) Red Fortune - Defense/Recharge[/list]Level 44: Mind Over Body <ul type="square">[*] (A) Impervium Armor - Resistance[*] (45) Impervium Armor - Resistance/Endurance[*] (45) Impervium Armor - Resistance/Endurance/Recharge[*] (45) Impervium Armor - Resistance/Recharge[*] (46) Steadfast Protection - Knockback Protection[/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[*] (48) Positron's Blast - Accuracy/Damage/Endurance[*] (50) Positron's Blast - Chance of Damage(Energy)[*] (50) Detonation - Accuracy/Damage/Endurance[/list]Level 49: Mutation <ul type="square">[*] (A) Recharge Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Celerity - +Stealth[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Containment


 

Posted

I'd go Fallout over Recall Friend, but it is really nice to have both. People usually drop right in the heart of the battle, so they're already in a sweet spot for Fallout. However, sometimes they make a spastic retreat a die away from the spawn :-(. Of course, Recall has other uses, and I guess it depends on how you want to help your team.

Couple other things I might change-
Add one of those -knockback IOs into Hover (the names escape me- I believe there are two, and neither are overly expensive.) If you're going to be in the heat of things with Choking Cloud and Hot Feet, you're going to need it. And you don't need to actually have Hover ON to get the benefit of it! :-D

On Fire Cages, use the 6th slot for a Chance for a +2 Mag Hold proc (again the names escape me, sorry.) I think it has a 25% chance of hitting, and when you consider how fast FC cycles, it's going to proc A LOT!

I think there are similar Procs available for hold powers (15% chance for Mag 2 hold) that I popped into Cinders and Choking Cloud.

Also, I love Smoke. I know alot of people don't care for it, but it really helps keep Imps from aggroing the next mob as they chase down runners. It also allows you to "ghetto tank" by getting close enough to drop RI before the Alpha hits you.


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

Posted

What are you trying to accomplish with your build? I don't really see any focus, not in recharge, no defense, no real high damage output either (relatively speaking, you're still a Fire/Rad). You're putting in a lot of Purp sets, but not even getting perma-AM out of the deal. You seem to be going for end recovery whenever possible (perma-AM would help a lot more than an extra 2.5% here and there), but only 1 end redux in EF? Stealth IO in Sprint, but no Super Speed or Smoke to stack means you're not completely invis. Only 1 Acc in LR means it's not perma for AV fights.

If you want defense, work on 6-slotting Thunderstrike &amp; Lockdown sets, also Blood Mandate for your Imps and BotZ for your travel powers. If you want damage, slot procs &amp; a damage set in Cages and take &amp; slot Ring of Fire. If you're going for a +recharge build, at the very least, get AM to perma status.

3 Enzymes in RI will free up 3 slots. 6-slotting RA is also a bit wasteful--if you already didn't have a lot of global recharge, I'd say 5-slot w/Doctored Wounds, but you don't even need that. I'd also take Super Speed over Recall Friend or Fallout (or even Mutation) for overall utility &amp; QoL. I'm not sure how you're planning on traveling w/just 1 slot in Fly &amp; Hover. If you're going to fly, esp in combat, you really need those powers slotted (again, 3 BotZ would be really good in there for the +def). Would also save you a slot in Mind over Body that should have at most 3-slots. Instead of a Def/Rech in IW, consider a End/Rech instead, since you seem to be eyeing your end bar a bit (again, except for EF). Finally, consider putting your Unbreakable End/Hold in CC in place of the Neuronic, and stick the Unbreakable proc in Cinders (actually, I'd slot Char w/Unbreakable and 6-slot Cinders and EMP w/Lockdown myself).

Don't get me wrong--it's not a bad build by any means, but there's room for improvement w/a bit of focus in X-direction (def, damage, etc). Think about how much more effective your controller would be if you had like 35% ranged defense.


An Offensive Guide to Ice Melee

 

Posted

Thats a very good point!


So far what I've been doing is magetanking and generally holding things down solid. I've been technically focusing on recharge and end recovery as my end use so far has been pretty bad, and with 1 more recharge in AM it brings it down to 4.6 secs down which seems alright? With RI so far I've been leveraging the recharge on that to keep myself alive when doing tank-like things. I like the idea of switching out recall for superspeed as I think I'm going to be PVPing with this toon.


 

Posted

If you're worried about End, you may want to go Fire for your Epic. If you're neck-deep in enemies, Consume will refill your blue bar every time.


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

Posted

[ QUOTE ]
If you're worried about End, you may want to go Fire for your Epic. If you're neck-deep in enemies, Consume will refill your blue bar every time.

[/ QUOTE ]
Consume makes it much easier to make it through the end drain from Hot Feet and Choking Cloud after using the Vanguard Medallion -&gt; EMP -&gt; Fire Cages -&gt; Fireball sequence; following that up with Consume refills your End bar, which gets you past the Recovery suppression from EMP and lets your imps run around bitchslapping all of the mobs doing seaweed impersonations.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

Posted

You should not be relying on Consume for end management. Even on a primary/secondary scale, Consume recharges at base 180 and w/most decent recharge builds, around every 50 sec, which I find inadequate on my Fire tank/scrapper. As part of an APP, it's a 360 base rechage that a good Fire/Rad build will be able to get down to around 100 sec. That's far too much time in between charges unless you have good end management from the beginning.

As I stated above, having a big gap in AM is the #1 killer--your end recovery should be like +2 to your end usage in full combat (RI &amp; EF, CC &amp; HF running). That means every 1 sec, you're gaining 2 end with which to fuel your attacks. When AM is down, that plummets by over a full point and you're gaining back less than 1 end/sec.

Of course, you need to place plenty of end redux in your toggles &amp; attacks to maintain the numbers above, in addition to perma-AM. If you add the Numina/Miracle uniques, you can get to around +3.5 net end in combat, +2.5 w/CC &amp; HF running. This means you can get back end during a ST attack chain (w/o HF &amp; CC running--say for AV fights).

No need for Consume in this case, but if you can't afford the uniques, take Consume w/the knowledge that you'll have plenty of end recovery to very slowly drain your end for the 100 sec you'll need to wait for Consume to recharge. Of course, now you're left w/o mez protection, but at least you have Fireball.


An Offensive Guide to Ice Melee

 

Posted

Yeah, losing mez protection? No dice. I have an updated fiddled build I will upload when I get back from work. So far end use is pretty good with the exception of sometimes when I bottom out on the rare occasion I'm wildly pressing all my attacks and also from EMP which I didn't realize.


 

Posted

I thought Imps did not benefit from the purple IO sets because they are level 49

Did this get changed?


 

Posted

Soulbound was supposedly fixed yesterday.


 

Posted

The only reason to take fallout is the self-destruct/veng/fallout combo.

Gimmicky, but damn its funny if you can pull it off.

Other then that, theres really no reason to take fallout. Ever.


 

Posted

I may be missing something basic here, but I didn't take hot feet of chocking cloud on my Frad. I found them to be huge end drains, and begged for me to stay in melee range too long. With the slots that freed up I have cinders and em pluse cycling about every other mob. cinders this one, EP the next, repeat. I am only in melee for a second and then back at a safer distance firing off debuffs and spamming fire cages.


Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.

 

Posted

[ QUOTE ]
I may be missing something basic here, but I didn't take hot feet of chocking cloud on my Frad. I found them to be huge end drains, and begged for me to stay in melee range too long. With the slots that freed up I have cinders and em pluse cycling about every other mob. cinders this one, EP the next, repeat. I am only in melee for a second and then back at a safer distance firing off debuffs and spamming fire cages.

[/ QUOTE ]

Wow yeah you're missing something.. mainly the draws to making an Frad.


 

Posted

[ QUOTE ]
I may be missing something basic here, but I didn't take hot feet of chocking cloud on my Frad. I found them to be huge end drains, and begged for me to stay in melee range too long. With the slots that freed up I have cinders and em pluse cycling about every other mob. cinders this one, EP the next, repeat. I am only in melee for a second and then back at a safer distance firing off debuffs and spamming fire cages.

[/ QUOTE ]

My Fire/Rad is entirely built around using Choking Cloud+HotFeet. Both need to be slotted to ED cap for EndRdx. Choking Cloud needs to be slotted to the ED cap for Hold. Hot Feet needs a little accuracy and as much damage as you can fit in. Then the strategy is simple . . . from range, you hit Flashfire+Fire Cages, run in with the Imps trailing behind, and stand there, getting all the foes in range of CC+HF. Use Char on anything that moves. Everything dies in a short time, and then it is time to go on to the next group.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

[ QUOTE ]
[ QUOTE ]
I may be missing something basic here, but I didn't take hot feet of chocking cloud on my Frad. I found them to be huge end drains, and begged for me to stay in melee range too long. With the slots that freed up I have cinders and em pluse cycling about every other mob. cinders this one, EP the next, repeat. I am only in melee for a second and then back at a safer distance firing off debuffs and spamming fire cages.

[/ QUOTE ]

Wow yeah you're missing something.. mainly the draws to making an Frad.

[/ QUOTE ]

Hardly. You can be a very successful F/Rad w/o either power. My AV/GM soloing build employs neither, and while I take Hotfeet on my teaming build, I've never found CC to be essential. Not saying it's not a key F/Rad power, but you can do just fine as a purely ranged controller.


An Offensive Guide to Ice Melee

 

Posted

Hmm, here are some modifications using the suggestions given here.

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

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

Halitosis Jones: Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Char <ul type="square">[*] (A) Thunderstrike - Damage/Endurance/Recharge[*] (3) Thunderstrike - Accuracy/Damage/Endurance[*] (3) Thunderstrike - Accuracy/Damage/Recharge[*] (5) Lockdown - Accuracy/Endurance/Recharge/Hold[*] (5) Lockdown - Recharge/Hold[*] (7) Lockdown - Accuracy/Hold[/list]Level 1: Radiant Aura <ul type="square">[*] (A) Doctored Wounds - Heal[*] (17) Doctored Wounds - Endurance/Recharge[*] (19) Doctored Wounds - Heal/Endurance[*] (19) Doctored Wounds - Heal/Recharge[*] (21) Doctored Wounds - Heal/Endurance/Recharge[/list]Level 2: Radiation Infection <ul type="square">[*] (A) Touch of Lady Grey - Defense Debuff/Endurance[*] (23) Touch of Lady Grey - Defense Debuff[*] (25) Touch of Lady Grey - Chance for Negative Damage[*] (25) Dark Watcher's Despair - To Hit Debuff/Endurance[*] (46) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance[*] (50) Dark Watcher's Despair - To Hit Debuff[/list]Level 4: Fire Cages <ul type="square">[*] (A) Gravitational Anchor - Immobilize/Endurance[*] (11) Gravitational Anchor - Immobilize[*] (13) Gravitational Anchor - Immobilize/Recharge[*] (13) Gravitational Anchor - Accuracy/Immobilize/Recharge[*] (15) Gravitational Anchor - Accuracy/Recharge[*] (15) Endurance Reduction IO[/list]Level 6: Accelerate Metabolism <ul type="square">[*] (A) Performance Shifter - EndMod/Accuracy[*] (7) Performance Shifter - EndMod[*] (9) Performance Shifter - EndMod/Recharge[*] (9) Performance Shifter - EndMod/Accuracy/Recharge[*] (11) Performance Shifter - Accuracy/Recharge[*] (21) Recharge Reduction IO[/list]Level 8: Hover <ul type="square">[*] (A) Karma - Knockback Protection[/list]Level 10: Swift <ul type="square">[*] (A) Flight Speed IO[/list]Level 12: Flashfire <ul type="square">[*] (A) Absolute Amazement - Stun[*] (29) Absolute Amazement - Endurance/Stun[*] (29) Absolute Amazement - Stun/Recharge[*] (31) Absolute Amazement - Accuracy/Stun/Recharge[*] (33) Absolute Amazement - Accuracy/Recharge[*] (33) Stupefy - Accuracy/Endurance[/list]Level 14: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (17) Recharge Reduction IO[*] (40) Recharge Reduction IO[/list]Level 16: Enervating Field <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 18: Fly <ul type="square">[*] (A) Flight Speed IO[/list]Level 20: Health <ul type="square">[*] (A) Numina's Convalescence - Heal[*] (39) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 22: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End[*] (23) Endurance Modification IO[*] (33) Performance Shifter - EndMod[*] (34) Endurance Modification IO[/list]Level 24: Cinders <ul type="square">[*] (A) Unbreakable Constraint - Endurance/Hold[*] (37) Unbreakable Constraint - Accuracy/Recharge[*] (37) Unbreakable Constraint - Accuracy/Hold/Recharge[*] (37) Unbreakable Constraint - Hold/Recharge[*] (39) Unbreakable Constraint - Hold[*] (39) Lockdown - Chance for +2 Mag Hold[/list]Level 26: Hot Feet <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage[*] (27) Scirocco's Dervish - Accuracy/Damage/Endurance[*] (27) Scirocco's Dervish - Damage/Endurance[*] (36) Multi Strike - Damage/Endurance[*] (40) Multi Strike - Accuracy/Endurance[*] (42) Scirocco's Dervish - Chance of Damage(Lethal)[/list]Level 28: Lingering Radiation <ul type="square">[*] (A) Accuracy IO[/list]Level 30: Choking Cloud <ul type="square">[*] (A) Essence of Curare - Endurance/Hold[*] (31) Ghost Widow's Embrace - Endurance/Hold[*] (31) Lockdown - Chance for +2 Mag Hold[*] (34) Lockdown - Endurance/Recharge/Hold[*] (50) Ghost Widow's Embrace - Chance of Damage(Psionic)[/list]Level 32: Fire Imps <ul type="square">[*] (A) Soulbound Allegiance - Accuracy/Recharge[*] (34) Soulbound Allegiance - Accuracy/Damage/Recharge[*] (36) Soulbound Allegiance - Damage/Recharge[*] (36) Soulbound Allegiance - Damage[/list]Level 35: Super Speed <ul type="square">[*] (A) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 38: EM Pulse <ul type="square">[*] (A) Ghost Widow's Embrace - Accuracy/Hold/Recharge[*] (40) Ghost Widow's Embrace - Endurance/Hold[*] (43) Ghost Widow's Embrace - Accuracy/Recharge[*] (43) Ghost Widow's Embrace - Hold/Range[*] (43) Recharge Reduction IO[*] (46) Essence of Curare - Accuracy/Recharge[/list]Level 41: Indomitable Will <ul type="square">[*] (A) Recharge Reduction IO[*] (42) Recharge Reduction IO[*] (42) Red Fortune - Defense/Recharge[/list]Level 44: Mind Over Body <ul type="square">[*] (A) Impervium Armor - Resistance[*] (45) Impervium Armor - Resistance/Endurance[*] (45) Impervium Armor - Resistance/Endurance/Recharge[*] (45) Impervium Armor - Resistance/Recharge[*] (46) Steadfast Protection - Knockback Protection[/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[*] (48) Positron's Blast - Accuracy/Damage/Endurance[*] (50) Positron's Blast - Chance of Damage(Energy)[/list]Level 49: Mutation <ul type="square">[*] (A) Recharge Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Celerity - +Stealth[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Containment


 

Posted

You don't need KB protection in Hover AND Superspeed. I've NEVER blown through 4 points of KB protection. Also- KB protection in your MoB? Anything that is going to stack up to 12 points of KB on you is something you have no business fighting!

Also, why Fly AND Superspeed? You could be taking FALLOUT :-D!

Do you exemplar alot? If so, you may want to re-order some power choices, like getting your travel power and Stamina earlier.


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

Posted

The Gravitational Anchor - Immobilize can easily be swapped for the Gravitational Anchor Chance for Hold proc with only minor drops in effectiveness as an Immob and a huge bump in overall power. It hits really consistently and makes a big impact.


 

Posted

I agree about the Grav Anchor Chance for hold. It's awesome and allows me to save my AoE holds till I need them more (if ever). Also if your looking at getting more recharge Gaze of the Baslisk 4 slotted gives you 7.5% to recharge (I think I know it's higher than 5%). I have two sets 4 slotted into Cinders and EMP. I also slot alot of Procs on my Fire/Rad.

In Hotfeet went with Multi Strike Damage/end, Acc/End, Scrio Derv Dam/End, Acc/Dam/End along with the chance for Lethal and the Purple Chance for yummy damage. It is evil bad guy melting goodness.

In Char I have 3 Damage Procs from GW, NS,and Unbreakable constraint along with Acc/Hold from the sets the go with. It turns Char into a massive damage suprise to whatever is set to gagging from the smokie, smashing brain melting they are hit with.

In Chocking Cloud I have GW End/Hold and Chance for Psi. I also have Neurotic End/Hold and chance for Psi. I also threw Lockdown end/hold and the chance for +2 Mag hold. Oh how I love my electic globes of gagging, burning to death, and fire Monkie climbing their butt goodness.


 

Posted

I put Numina's Convalescence (Regen/Recovery) into Radiant Aura instead of Health. That, plus the other +Recovery IO turn my heal into a sort of ghetto Recovery Aura, but with a MUCH shorter recharge time.


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

Posted

[ QUOTE ]
I put Numina's Convalescence (Regen/Recovery) into Radiant Aura instead of Health. That, plus the other +Recovery IO turn my heal into a sort of ghetto Recovery Aura, but with a MUCH shorter recharge time.

[/ QUOTE ]

Um, I'm pretty sure that the Numina's Regen/Recovery and Miracle +Recover procs only affect you. They do not affect others. They only work for 2 minutes after you use Radiant Aura. However, if you put them into Health, they work all the time.

Frankly, I can't see many good reasons to put those procs in Radiant Aura.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

[ QUOTE ]

Um, I'm pretty sure that the Numina's Regen/Recovery and Miracle +Recover procs only affect you.

[/ QUOTE ]

If that's true, I'll be mighty pissed. I'll have to check that tonight.


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

Posted

[ QUOTE ]
[ QUOTE ]
I put Numina's Convalescence (Regen/Recovery) into Radiant Aura instead of Health. That, plus the other +Recovery IO turn my heal into a sort of ghetto Recovery Aura, but with a MUCH shorter recharge time.

[/ QUOTE ]

Um, I'm pretty sure that the Numina's Regen/Recovery and Miracle +Recover procs only affect you. They do not affect others. They only work for 2 minutes after you use Radiant Aura. However, if you put them into Health, they work all the time.

Frankly, I can't see many good reasons to put those procs in Radiant Aura.

[/ QUOTE ]

++