New to the Controller! Fire/Rad Build!


Archy

 

Posted

Hey! I just recently got back into the habit of playing CoH and I decided to start out fresh, I used to have a lvl 50 Fire blaster on US CoH but now I decided to try out a Fire/rad Controller and I am lvl 15 and Loving it! however I need help on making a build for my lil controller dude so any advice on my build many thanks!

Exported from version 1.4B of CoH Planner
http://joechott.com/coh

Archetype: Controller
Primary Powers - Ranged : Fire Control
Secondary Powers - Support : Radiation Emission

01 : Radiant Aura hel(01) hel(3) hel(3)
01 : Char dam(01) acc(9) hlddur(9)
02 : Radiation Infection defdbf(02) thtdbf(5) endred(5) recred(37) recred(37) recred(40)
04 : Accelerate Metabolism runspd(04) endred(7) endrec(7) recred(31) recred(34) recred(37)
06 : Recall Friend rng(06) endred(13) endred(13)
08 : Swift runspd(08)
10 : Fire Cages dam(10) acc(11) immdur(11)
12 : Hover defbuf(12)
14 : Fly fltspd(14) fltspd(15) fltspd(15)
16 : Mutation recred(16) recred(17) recred(17) endred(43) endred(46) endred(50)
18 : Health hel(18) hel(19) hel(19)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Enervating Field endred(22) endred(23) recred(23)
24 : Flashfire dam(24) acc(25) disdur(25)
26 : Lingering Radiation slw(26) acc(27) endred(27)
28 : Cinders hlddur(28) acc(29) endred(29)
30 : Bonfire dam(30) endred(31) recred(31)
32 : Fire Imps dam(32) acc(33) endred(33) recred(33) recred(34) recred(34)
35 : Fallout dam(35) endred(36) rng(36) recred(36)
38 : EMP Pulse acc(38) endred(39) hlddur(39) recred(39) recred(40) recred(40)
41 : Conserve Power endred(41) endred(42) endred(42) recred(42) recred(43) recred(43)
44 : Temp Invulnerability damres(44) damres(45) endred(45) endred(45) recred(46) recred(46)
47 : Power Boost endred(47) endred(48) endred(48) recred(48) recred(50) recred(50)
49 : Group Fly endred(49)

-------------------------------------------

01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)


 

Posted

Hi there,

I haven't played fire/rad together, but based on 2 of my characters, here are some suggestions:

- Might add 1-2 recharges in Radiant Aura if you have spare slots
- Char: I would add more slots, probably 3 more, and slot 2 acc 2 hold 2 rechg
- Rad Infection: The thtdbuf is the main reason for taking this, so slot 3 thtdbuf and maybe 1 defdbf and 1 endred
- AM: swap the run for another endmodif. Slot recharges first and endmodif soon thereafter (helps before Stamina)
- Recall Friend: 1 slot should be enough. Either reduce interrupt or endred.
- Fire cages: not sure I'd bother with dmg. It's really to immobilise mobs and set up containment
- Hover: slot flight speed instead. Def is very low anyway
- Mutation: don't bother with more than 1 slot (rechg)
- Only slot Health if you have spare slots. You won't see much difference.
- Cinders is your only group hold, so take it at 18 or just after that and 6-slot it (2 acc 2/3 hold 1/2 rechg)
- Flashfire should also be taken early and 6-slotted (2 acc 2 disorient 2 rechg)
- Bonfire: an OK power, but not essential, and not worth more than the default slot (rechg)
- Fire Imps should be slotted 1/2 acc and 3 dmg. I never find I need a rechg since you can only have 1 set out at a time
- Fallout: I've never seen anyone take this power. Apparently it's kinda' fun in PvP, but probably not worth it
- I've never tried Conserve Power, but I assume you only need recharges in it. Dunno about Power Boost, but it's probably similar in terms of slotting.
- Temp Invuln: 3 dmg res and 1 endred should be enough

Hope some of this helps!


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

Hi,
I certainly would take Flashfire ASAP at level 12. It's a great opening power for a fight and should certainly be 6 slotted.

Also Hotfeet + Containment is easily your most damaging attack, pre-imps. You can fly thru the teens of your char by clearing mass Green / Blue groups with Radiant Infection &gt; Fire Cages &gt; Flashfire and then just run in with Hotfeet and start holding any stragglers. Even in teams, provided theres a decent Tank with Taunt or AOE scrapper to take the hate its very useful. A lot of Controllers &amp; especially Dominators complain about this power but on my Controller it rocks (sucks on my Dom though).

I didn't bother with Mutation and certainly wouldn't 6 slot it. Those slots could be used in Flashfire instead. People shouldn't be dying often enough for you to need slot with recharges. If they are something is wrong with the team balance. Mutation is probably fine with one +recharge in the default slot if you want it.

Also you're leaving Cinders very late and only 3 slotting. Even post i5 this is a useful power with 2 accuracy, 2 hold and 2 recharge enhances.

Radiant Infection should probably be slotted with 2/3 thtdbf and 2/3 defdbf. Certainly you should try to maximise the thtdbf on it. It doesn't need recharges IMO, it comes back pretty quickly anyway.

With Fire Imps they need 3 slots in damage to be fully effective. They're little scrappers so damage &amp; accuracy is the way to go. I'll be slotting with 2 accuracy and 3 damage, my usual pet slotting. Maybe one recharge in there for when the one of the little blighters keels over.


 

Posted

[ QUOTE ]
...with Radiant Infection &gt; Fire Cages &gt; Flashfire and then just run in with Hotfeet and start holding any stragglers.

[/ QUOTE ]

I've seen this kinda tactic been stated time and time again and it always baffles me??

Wouldn't u rather go : Flashfire &gt; Fire Cages &gt; Radiation Infection/Enervating Field ?
Maybe it's just me being silly but I prefer the mobs not to be able to shoot back at me when arresting them


SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"

 

Posted

[ QUOTE ]
[ QUOTE ]
...with Radiant Infection &gt; Fire Cages &gt; Flashfire and then just run in with Hotfeet and start holding any stragglers.

[/ QUOTE ]

I've seen this kinda tactic been stated time and time again and it always baffles me??

Wouldn't u rather go : Flashfire &gt; Fire Cages &gt; Radiation Infection/Enervating Field ?
Maybe it's just me being silly but I prefer the mobs not to be able to shoot back at me when arresting them

[/ QUOTE ]RI debuffs their ToHit so they wont get that many shots at you before flashfire, and it also reduces their defence so when you use flashfire you wont miss them.


 

Posted

Nah. If you read my post I said hunting Blues/Greens. Once you slap RI on em really you're pretty safe. They won't hit you much. Plus you've just floored their defense for the AOE hold follow up. I like to see their stunned little faces once Flashfire goes off

With +0s and greater it might be better to lead with Flashfire but chances are it won't hit as many.


 

Posted



[/ QUOTE ]RI debuffs their ToHit so they wont get that many shots at you before flashfire, and it also reduces their defence so when you use flashfire you wont miss them.

[/ QUOTE ]
Think those are they keywords there

[ QUOTE ]
Nah. If you read my post I said hunting Blues/Greens. Once you slap RI on em really you're pretty safe. They won't hit you much. Plus you've just floored their defense for the AOE hold follow up. I like to see their stunned little faces once Flashfire goes off

With +0s and greater it might be better to lead with Flashfire but chances are it won't hit as many.

[/ QUOTE ]

ah missed that....but the other way round is still better. RI will cause them to scatter more than if u used flashfire first...and will still hit once in a while


SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"

 

Posted

Another reason to use RI first is its long animation time. Up against blues I would lead of with this. Jump in the middle of them or use fire cages to stop them scattering.


 

Posted

Don't think RI scatters, haven't noticed it doing so like Freezing Rain does. Firecages follows up anyway so they don't get far...

Flashfire, on the other hand, makes em do the drunk stagger-scatter. And it seems to be bugged a bit. Sometimes the stunned guys seem to move much quicker than they should.

RIs casting time is pretty long too. Thats Stunned time thats a-wasted casting RI afterwards.

Also Flashfire has a low enough duration. I like to maximise the amount of time they are stunned and taking Hotfeet damage since when Flashfire wears off you're now standing in the middle of them and they'll melee you which tends to be harder hitting. The less time spent in this position the better imho.

I reserve the right to change my mind once I gain a few more levels and things start hitting harder though


 

Posted

ok....scatter maybe isn't the right word but some will begin to charge you and some will stay behind and thus not being in a tight group as they where from the get go.

Just saw your lvl on your fire/rad and then I understand your oppinion better...flashfire really improves when you get SOs (as do all powers )

Different people, different playstyles


SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"

 

Posted

sorry to have more or less hijacked your thread Axeon so better come with some constructive critisism

Radiant Aura: keep it at a minimum slotting to begin with. Slot it when/if you have the spare slots.

Char: Your bread and butter power. Optimal slotting would be 2 acc, 2 rech, 2 hold (consider slotting for dmg to begin with at lowlvls and consider taking ring of fire for dmg too in the lowlvls and respec it out later if u want)

Radiation infection: Slot 3 tohit debuffs, throw in def debuffs, end reds or rech if you can spare the slots.

Recall friend: 1 recharge. That is all it needs.

Fire Cages: 2 acc, maybe 1 immob dur and 1 end red.

Mutation: 1 rech is all it needs. Consider taking another power if you want to. Its a rez what more can I say?

Enervating Field: Great power. Somewhat of an endhog so getting it after stamina is probably a good idea.

Flashfire: as you probably have noticed this thread got into a small argument on that one...basically because it's a great power. Use it with firecages and you got another AoE hold. Recharges much faster than Cinders so this combo is what your gonna use most of the time. 2 acc, 2 rech, 2 disorient is the way to go.

Lingering radiation: Great for AVs to floor their regen. 2 acc in this one. Throw in recharges and end reds as you can. Slows aren't that important as it only slows movement and not recharge and regen (not 100% sure on that one so feel free to correct me if I'm wrong )

Cinders: Your AoE hold. 2 acc, 2 rech, 2 hold is the common slotting. Could go with 1 rech and 3 holds if you wanted to.

Bonfire: Has it's uses to keep mobs in corners and small hallways but can be tricky to handle 'cos it does knockback and not knockdown as you would get from earthquake or iceslick...may wanna take hotfeet instead?

Fire Imps: 1 or 2 acc, 3 dmg. throw in recharges if they die too often.

Fallout: is a fun power but it's pbAoE is relatively small so I'd seriously consider skipping it...does nice dmg though.

Emp Pulse: Really nice hold. Big radius. Slot with 2 acc, 2-3 recharges and 1-2 hold durations. It has a really long base hold duration. Downside to this power is that you wont be able to recover end for a bit after you fire it so be careful with spamming your powers after you use it

You have taken fly which I think isn't a very good travelpower for a firetroller. Cinders is a pbAoE hold so it would be better with superspeed or leaping (may even have both?) Hasten and superspeed is nice and combat jump and acrobatics really helps when youre in the thick of it

Consider taking choking cloud. Its really good for firetrollers. Drop your holds/disorient, stand in the middle of the mobs and any stragglers will be held by the cloud

About epics: Primal will make you a better controller but consider taking either fire or psi for dmg. You will be a damaging freighttrain with one of those 2 epics.

If you do go for primal then only slot conserve and powerboost with 3 recharges. Shield should be 1 or 2 end reds and 3 dmg res.

Hope this helps?

Have fun with a great combo

(hmmm, this post got a little longer than intended )


SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"

 

Posted

[ QUOTE ]
Flashfire, on the other hand, makes em do the drunk stagger-scatter. And it seems to be bugged a bit. Sometimes the stunned guys seem to move much quicker than they should.


[/ QUOTE ]IIRC that was supposed to be fixed.... Then again, it might not have made it to live servers yet...


 

Posted

lol no worries I'm completly new to the controller so still very interesting for me any how I used to be a blaster as I said before


 

Posted

[ QUOTE ]
[ QUOTE ]
Flashfire, on the other hand, makes em do the drunk stagger-scatter. And it seems to be bugged a bit. Sometimes the stunned guys seem to move much quicker than they should.


[/ QUOTE ]IIRC that was supposed to be fixed.... Then again, it might not have made it to live servers yet...

[/ QUOTE ]
May have been a feature of lag in my case. I'm on dial-up so Paragon Citys space-time continuum is rather fluid sometimes. It's like an episode of Star Trek, the amount of anomolies I experience.

Archys slotting advice is pretty bang on. Slot the holds &amp; disorientate powers as soon as you can, they're your bread-and-butter.


 

Posted

Hi Axeon - Just a couple of suggestions, based upon what works for me.

Rad Aura - slap 3 heals in there - it ain't great but can be crucial if the battle goes south.

Char - One of the best single target holds in the game, slot it for 3 hold duration and an acc at least, but consider a recharge reduction as well to hold bosses in place.

Radiation infection is an amazing piece of kit. Try and put 1 end rec, 3 to hit debuff and 2 def debuff, if you can. Your team will love you for it.

AM - 3 recharge and 3 End Mod - trust me

Fire Cages - 1 Acc and 3 Imm Dur. All you will need. In the later game, flash fire combined with fire cages is essentially another AoE hold.

Flash Fire - 1 Acc 2 Stun Duration, 3 recharge, See above.

Lingering Radiation - 3 Recharge, 1 Acc. Late game this will help it stack against AV's.

Cinders - 1 Acc, 2 Hold Duration and 3 recharge. Awesome power. Slot and love it.

Fire Imps - 1 Acc 3 Damage should see you right, if you find you are losing the little buggers quickly look to put a recharge in there.

Fallout - Don't bother. Very situational and you need the mobs to be near the corpse.

Up to you on the epics, but I would advise you to look at the fire epic. Combined with containment, the damage is unreal.

Consider Choking cloud, as it stacks well with your other holding powers. 3 End Rec, 3 Hold Duration works for me.

Fire/Rad is, IMO, the most devastating Fire/ combo so enjoy!


@Byrne

Debtmeister General of The Plastic Army & Empire

 

Posted

Sorry to say Honsou, but 1 accu in both cinders/flashfire/firecages is making those powers perform under their potential and will bring a lot of debt.... . All three have accuracy penalty, so they need at least 2 accu.

Flashfire + firecages as you say so yourself form a good ghetto hold. So you want the firecages + flasfire to hit. ( you know you want that containment to kick in, so any miss would a shame) Cinders you want to hit too evidently, otherwise the agro from both flashfire and cinders will make you die very fast because of the major agro they cause with a miss.

Also the duration of firecagese is long enough unslotted to keep the firecage continiously on the mobs. I'd suggest just 2 accu ( it also has an accuracy penalty) would cut it for that power. If you have a slot to spare you could put in an end reduc, or an immo duration if really think you need that. Any other slots can be better spend elsewhere really.


 

Posted

[ QUOTE ]
Sorry to say Honsou, but 1 accu in both cinders/flashfire/firecages is making those powers perform under their potential and will bring a lot of debt.... . All three have accuracy penalty, so they need at least 2 accu.


[/ QUOTE ]not with RI they dont


 

Posted

[ QUOTE ]
Sorry to say Honsou, but 1 accu in both cinders/flashfire/firecages is making those powers perform under their potential and will bring a lot of debt.... . All three have accuracy penalty, so they need at least 2 accu.

[/ QUOTE ]

I run tactics, so the -Acc is not a problem.

[ QUOTE ]
Flashfire + firecages as you say so yourself form a good ghetto hold. So you want the firecages + flasfire to hit. ( you know you want that containment to kick in, so any miss would a shame) Cinders you want to hit too evidently, otherwise the agro from both flashfire and cinders will make you die very fast because of the major agro they cause with a miss.

[/ QUOTE ]

With Choking Cloud coming into play, anything I miss is taken up by the hold from that.

[ QUOTE ]
Also the duration of firecagese is long enough unslotted to keep the firecage continiously on the mobs. I'd suggest just 2 accu ( it also has an accuracy penalty) would cut it for that power. If you have a slot to spare you could put in an end reduc, or an immo duration if really think you need that. Any other slots can be better spend elsewhere really.

[/ QUOTE ]

The immob duration enhancements keep the mobs neatly packed, and as such they can't escape the effects of EF or RI. It takes away their teeth to a certain extent, so you can deal with them at your leisure. TBH not much is left hanging around after the green goo has been applied to the mobs traped in the cages, as the imps are more than happy to clean up.


@Byrne

Debtmeister General of The Plastic Army & Empire

 

Posted

There's nothing quite like a Power Boosted Accelerate Metabolism...


@Under Control

 

Posted

[ QUOTE ]
[ QUOTE ]
Sorry to say Honsou, but 1 accu in both cinders/flashfire/firecages is making those powers perform under their potential and will bring a lot of debt.... . All three have accuracy penalty, so they need at least 2 accu.


[/ QUOTE ]not with RI they dont

[/ QUOTE ]

True indeed Max except when fighting high like +4 mobs, you'll be at disadvantage with only 1 accu.

Good trollers need to/are able to/should control multiple groups on various occasions and RI only applies to the mobs around 1 anchor, so the mezz powers applied to mobs not within the area debuff of 15 feet will miss very often with only 1 accu. And it'll also make you fear the running/knocked back/killed anchors even more...

Aha tactics! Brilliant stuff It's just I only have 1 troller where i could fit that in without doing concessions to my primaries and secondaries too much, and he's a pure PvP build (ill/kin)... But i can understand we all have different likings.
Running tactics + RI i agree high lvl mobs should hardly escape your grasp with 1 accu provided they are within the RI debuff. But same argument as above still stands imo. Not even talking being toggle dropped... Only tactics (thank you ED) + 1 accu in your mezz powers just doesn't cut it anymore and limits your versatility.

Same applies to the imps too, the little viscious buggers tend to attack everything in sight- also outside the RI debuff- so i'd suggest putting in a second accu there as well to give m that extra edge.

I'm advocating to have 2 accu always because that way you know you can potentially be totally in control in almost all (keep it real so no +10 mobs ) situations even when RI is not effective. And being a troller i believe that's the whole point.
Ah well tis just the thoughts of an old troller fanatic


 

Posted

/Agree with Arch


50s
controllers: Ill rad , grav rad, fire kin, ice kin
blaster: ice em
scrapper: spines sr

 

Posted

/agree with Arch. Good advice and I agree with his slotting.


A Paragon Defender

 

Posted

hey, hope any of you guys mind, but I just recently created a fresh Fire/rad Controller, if its possible for any one to whip me up a really good build? my current char Axeon Flame, is soo messed up its unbelievable! so I want to get this toon right, the only needs for the build is flight, fitness, and Recall Friend, I appreciate any one who can make a build for me to follow... I'm still quite used to blaster slotting and also i'm still thinking pre-ED I keep thinking 4 dmg 2 acc and stuff