Fire/Rad Controller build Taket 2
The choice is powers seems OK, although I would change some of the slotting and maybe the order in which you take a few of them. If you really want to squeeze in a lot of non-pool powers before Stamina, you might consider taking Recall Friend and Mutation later (although if you plan to team a lot, they are certainly very useful). Some quick suggestions:
- Fire Cages: mainly used to set up containment, so 2 acc and 1 endred are usually enough.
- 3 accuracies seems a lot, 2 should be enough (Char, LR, Imps, EM Pulse)
- Choking Cloud will need 3 endreds
- add endmods to AM if you can
- 30 is a bit late for Cinders. Either take it in the early 20s, or skip it
- you need Flashfire! much more useful than Bonfire or Choking Cloud
- EF should be slotted with 2 endred (not range)
- LR needs recharges, not slows (2 acc 3 rechg 1 slow)
You can also have a look at 2 good fire/rad guides here and here.
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>
i had choking cloud early on and dropped it from the build later as it was such an end hog and i found i didnt need it after i held tre mobs just walk in if you had hot feet, along with imps soon wiped them all out before they could react anyway
Ok thanks for thoose links thoose were really helpful and the advice... I decided to drop ice mastery since hibernation doesnt sound impresive as it once used to be so I tooked Fire Mastery instead as from an ex50 fire blaster Consume is VERY useful here is the new build;
01) --> Char==> Acc(1) Hold(7) Hold(7) Hold(11) Rechg(11)
01) --> Radiant Aura==> Heal(1) Heal(3) Heal(3) Heal(43)
02) --> Radiation Infection==> TH_DeBuf(2) TH_DeBuf(5) TH_DeBuf(5) DefDeBuf(37) DefDeBuf(37) DefDeBuf(40)
04) --> Fire Cages==> Acc(4) Immob(13) Immob(13) Immob(36) Rechg(36)
06) --> Recall Friend==> Range(6)
08) --> Accelerate Metabolism==> Rechg(8) Rechg(9) Rechg(9) EndRdx(31) EndRdx(37)
10) --> Swift==> Run(10)
12) --> Hover==> DefBuf(12)
14) --> Fly==> Fly(14) Fly(15) Fly(15)
16) --> Mutation==> Rechg(16) Rechg(17) Rechg(17)
18) --> Cinders==> Acc(18) Acc(19) Hold(19) Hold(21) Rechg(21)
20) --> Enervating Field==> EndRdx(20) EndRdx(31) Range(31)
22) --> Health==> Heal(22) Heal(23) Heal(23)
24) --> Stamina==> EndMod(24) EndMod(25) EndMod(25)
26) --> Hot Feet==> Dmg(26) Dmg(27) Dmg(27) Slow(34) Slow(36)
28) --> Flashfire==> Acc(28) Acc(29) DisDur(29) DisDur(50) DisDur(50) Range(50)
30) --> Lingering Radiation==> Acc(30) Acc(42) Slow(43) Slow(43) Rechg(46)
32) --> Fire Imps==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Rechg(34) Rechg(34)
35) --> Bonfire==> Dmg(35)
38) --> EM Pulse==> Acc(38) Acc(39) Hold(39) Hold(39) Rechg(40) Rechg(40)
41) --> Fire Ball==> Dmg(41) Dmg(42) Acc(42) Acc(45) Rechg(46) Rechg(46)
44) --> Fire Shield==> DmgRes(44) DmgRes(45) DmgRes(45)
47) --> Consume==> Rechg(47) Rechg(48) EndMod(48) EndMod(48)
49) --> Fire Blast==> Acc(49)
I left out flashfire in the last build cuz I tooked it previously on my old lvl 16 fire/rad trolly it had slow recharge at first but I suppose it'll probably be more usefull at a later level... tell me what you guys think?
I personally think smoke is a really useful power, it´s alot like mass hypnosis from the mind powerset.
It can be useful to keep mobs from joining in a fight, make travelling at lower levels alot easier, plus I find the acc debuff is also quite useful at times, especially solo
On the few fire controllers I´ve tried, the best example I have for smokes usefulness is in the cavern of transcendence. With so many mobs so close to each other, fights can often become big challenges, but, with a good enough team that understands when not to attack things, you can keep fights small and easy to manage, without any need for failed snipes and massive debt at lower level
I would personally take smoke over recall friend, as it will serve you better for usefulness, especially if you dont intend to take teleport, or any of the other powers from the tp pool.If I had to choose a power from the tp pool, however, I suppose the teleport enemy power (the name of which I just forgot) might be a bit more useful for group holds etc. But I would deffinatley think about dropping that in place of lovely smoke
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I personally think smoke is a really useful power, it´s alot like mass hypnosis from the mind powerset.
It can be useful to keep mobs from joining in a fight, make travelling at lower levels alot easier, plus I find the acc debuff is also quite useful at times, especially solo
On the few fire controllers I´ve tried, the best example I have for smokes usefulness is in the cavern of transcendence. With so many mobs so close to each other, fights can often become big challenges, but, with a good enough team that understands when not to attack things, you can keep fights small and easy to manage, without any need for failed snipes and massive debt at lower level
I would personally take smoke over recall friend, as it will serve you better for usefulness, especially if you dont intend to take teleport, or any of the other powers from the tp pool.If I had to choose a power from the tp pool, however, I suppose the teleport enemy power (the name of which I just forgot) might be a bit more useful for group holds etc. But I would deffinatley think about dropping that in place of lovely smoke
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I suppose so, but whats really more usefull? disabling some mobs for a few seconds or tping your teammate just so you can ress them in a safe spot? heh I'd say you'd be more popular with recall friend than taking up smoking any day!
and btw its TP Foe
Here's the build I went with. Its a pretty offensive Controller build, relying on Hotfeet and Fire Cages initially protecting yourself with Radiation Infection.
AOE Control was what I wanted to play with, locking them down, debuffing and then getting right into combat. Sometimes you get squished, especially if there isn't a complete aggro magnet on the team. But its completely differnent to play compared to my "skulk around the edges and drop pets / debuffs" Illusion / Storm controller.
Level 30 at the moment and the only change I might make is replacing Bonfire with Smoke to stop the Fire Imps being spotted by neighbouring spawns.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Maloth
Level: 49
Archetype: Controller
Primary: Fire Control
Secondary: Radiation Emission
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01) --> Char==> Acc(1) Hold(3) Hold(3) Hold(17) Rechg(37)
01) --> Radiant Aura==> Heal(1) Heal(5) Heal(5) Rechg(43)
02) --> Fire Cages==> EndRdx(2)
04) --> Radiation Infection==> TH_DeBuf(4) TH_DeBuf(7) TH_DeBuf(7) DefDeBuf(15) DefDeBuf(15)
06) --> Air Superiority==> Acc(6) Dmg(17) Dmg(27)
08) --> Hot Feet==> Dmg(8) EndRdx(9) Dmg(9)
10) --> Accelerate Metabolism==> EndMod(10) EndMod(11) EndMod(11) Rechg(21) Rechg(40) Rechg(40)
12) --> Flashfire==> Acc(12) DisDur(13) DisDur(13) DisDur(21) Rechg(25) Rechg(31)
14) --> Fly==> Fly(14)
16) --> Swift==> Run(16)
18) --> Cinders==> Acc(18) Hold(19) Hold(19) Hold(25) Acc(27) Rechg(31)
20) --> Health==> Heal(20)
22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
24) --> Enervating Field==> EndRdx(24)
26) --> Bonfire==> Rechg(26)
28) --> Choking Cloud==> Hold(28) EndRdx(29) EndRdx(29) Hold(31) Hold(34) EndRdx(34)
30) --> Lingering Radiation==> Acc(30) Slow(36) Slow(37) Acc(37)
32) --> Fire Imps==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Acc(34)
35) --> Hasten==> Rechg(35) Rechg(36) Rechg(36)
38) --> EM Pulse==> Acc(38) Hold(39) Hold(39) Rechg(39) Rechg(40) Rechg(43)
41) --> Fire Ball==> Acc(41) Dmg(42) Dmg(42) Dmg(42) Acc(43) Rechg(46)
44) --> Fire Shield==> DmgRes(44) DmgRes(45) DmgRes(45) EndRdx(45) EndRdx(46) EndRdx(46)
47) --> Consume==> EndMod(47) Acc(48) EndMod(48) Acc(48)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Containment==> Empty(1)
02) --> Rest==> Empty(2)
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I left out flashfire in the last build cuz I tooked it previously on my old lvl 16 fire/rad trolly it had slow recharge at first but I suppose it'll probably be more usefull at a later level... tell me what you guys think?
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Flashfire is an amazing power. You need to 6 slot it ASAP but combined with Firecages its a ranged AOE hold. Plus it recharges much quicker than Cinders. In fact its much better than Cinders full stop.
Do you need Mutation at all?
I like to be the usefull dude for teams without healers instead of holding the door open for others to simple just pass through if you catch my drift however the other night in a frostfire mish Smoke did finally had a use as it keept the mob at bay whilst were killing the other mobs I was thinking on dropping bonfire for it but alas I cant seem to find away to slot it the only thing I can do is slot it with one ToHit Debuff which is what I got atm
Healing is fine. I'm happy to be a back-up healer.
I'm not sure about dropping your best AOE control for 16 levels and taking a Res instead is all. Especially when you take the much inferior Cinders at 18?
I use Flashfire every second group. I reckon I see Res's being used every second mission roughly, if even that.
YMMV of course
im curious is cinders worth taking? as I am finally 18 now and I just tooked it... its like EMP, long recharge and has short holding ability I suppose it would be better once I slot it but is it actually worth dropping for smoke or TP instead? as seeing as EMP does exactly the same thing but larger range and has a special on mecha mobs such as clockwork
I've messed around with me build once again
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01) --> Char==> Acc(11) Hold(13) Hold(19) Rechg(21) Rechg(34)
01) --> Radiant Aura==> Heal(1) Heal(3) Heal(3)
02) --> Radiation Infection==> TH_DeBuf(2) TH_DeBuf(5) TH_DeBuf(5) DefDeBuf(7) DefDeBuf(7) DefDeBuf(48)
04) --> Fire Cages==> Acc(4) Acc(11) Immob(13) Immob(19) Rechg(21)
06) --> Recall Friend==> Range(6)
08) --> Accelerate Metabolism==> Rechg(8) Rechg(9) Rechg(9) EndMod(37) EndMod(37) EndMod(37)
10) --> Swift==> Run(10)
12) --> Hover==> DefBuf(12)
14) --> Fly==> Fly(15) Fly(15)
16) --> Mutation==> Rechg(16) Rechg(17) Rechg(17)
18) --> Teleport==> Range(18)
20) --> Hot Feet==> Dmg(20) Dmg(40) Dmg(42) EndRdx(43) EndRdx(43)
22) --> Health==> Heal(22) Heal(23) Heal(23)
24) --> Stamina==> EndMod(24) EndMod(25) EndMod(25)
26) --> Lingering Radiation==> Acc(26) Acc(27) Slow(27) Slow(29) Rechg(43) Rechg(46)
28) --> Flashfire==> Acc(28) Acc(29) DisDur(31) DisDur(36) DisDur(36) Range(36)
30) --> Enervating Field==> EndRdx(30) EndRdx(31) EndRdx(31)
32) --> Fire Imps==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Rechg(34) Rechg(34)
35) --> Bonfire==>
38) --> EM Pulse==> Acc(38) Acc(39) Hold(39) Hold(39) Rechg(40) Rechg(40)
41) --> Hasten==> Rechg(41) Rechg(42) Rechg(42)
44) --> Fire Ball==> Dmg(44) Dmg(45) Acc(45) Acc(45) Range(46) Range(46)
47) --> Fire Shield==> DmgRes(47) DmgRes(48) DmgRes(48)
49) --> Consume==> Rechg(49) Rechg(50) EndMod(50) EndMod(50)
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im curious is cinders worth taking? as I am finally 18 now and I just tooked it... its like EMP, long recharge and has short holding ability I suppose it would be better once I slot it but is it actually worth dropping for smoke or TP instead? as seeing as EMP does exactly the same thing but larger range and has a special on mecha mobs such as clockwork
I've messed around with me build once again
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01) --> Char==> Acc(11) Hold(13) Hold(19) Rechg(21) Rechg(34)
01) --> Radiant Aura==> Heal(1) Heal(3) Heal(3)
02) --> Radiation Infection==> TH_DeBuf(2) TH_DeBuf(5) TH_DeBuf(5) DefDeBuf(7) DefDeBuf(7) DefDeBuf(48)
04) --> Fire Cages==> Acc(4) Acc(11) Immob(13) Immob(19) Rechg(21)
06) --> Recall Friend==> Range(6)
08) --> Accelerate Metabolism==> Rechg(8) Rechg(9) Rechg(9) EndMod(37) EndMod(37) EndMod(37)
10) --> Swift==> Run(10)
12) --> Hover==> DefBuf(12)
14) --> Fly==> Fly(15) Fly(15)
16) --> Mutation==> Rechg(16) Rechg(17) Rechg(17)
18) --> Teleport==> Range(18)
20) --> Hot Feet==> Dmg(20) Dmg(40) Dmg(42) EndRdx(43) EndRdx(43)
22) --> Health==> Heal(22) Heal(23) Heal(23)
24) --> Stamina==> EndMod(24) EndMod(25) EndMod(25)
26) --> Lingering Radiation==> Acc(26) Acc(27) Slow(27) Slow(29) Rechg(43) Rechg(46)
28) --> Flashfire==> Acc(28) Acc(29) DisDur(31) DisDur(36) DisDur(36) Range(36)
30) --> Enervating Field==> EndRdx(30) EndRdx(31) EndRdx(31)
32) --> Fire Imps==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Rechg(34) Rechg(34)
35) --> Bonfire==>
38) --> EM Pulse==> Acc(38) Acc(39) Hold(39) Hold(39) Rechg(40) Rechg(40)
41) --> Hasten==> Rechg(41) Rechg(42) Rechg(42)
44) --> Fire Ball==> Dmg(44) Dmg(45) Acc(45) Acc(45) Range(46) Range(46)
47) --> Fire Shield==> DmgRes(47) DmgRes(48) DmgRes(48)
49) --> Consume==> Rechg(49) Rechg(50) EndMod(50) EndMod(50)
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Cinders is absolutely worth taking even though you can go without especially since you will get EM pulse....more control is always nice...good slotting for Cinders would be 2 acc, 2 rech, 2 hold. For EM Pulse I would go 2 acc, 3 rech, 1 hold since the base hold duration on EM Pulse is quite long.
As for your slotting in this build:
Char is your most important power. Slot this ASAP and with 2 acc, 2 rech, 2 hold
Radiant Aura, if you have the slots then 3 heal, 2 rech, 1 end red would be good.
Radiation Infection, basically just need 3 tohit debuff. Def debuffs are handy if you're gonna PvP but not really needed.
Fire cages, the immob duration is fine out of the box. Go with 2 acc, 1 end red
Hover....never ever slot this for defense...the values are too low to even consider. Go with fly speed instead.
Mutation, only slot 1 recharge....3 is overkill.
Hot Feet, awesome power but doesnt mesh well with fly. Maybe consider taking the leaping pool for combat jumping and acrobatics so you can stand toe to toe in the middle of a mob? Slotting would be 3 dmg, 3 end reds (total endhog)
Health, don't ever 3 slot this on a low hp AT...simply not worth it + you have a self heal so maybe take hurdle instead?
Lingering Radiation, not much use for slows in this since its pretty good out of the box. I would go for 2 acc, 3 rech, 1 end red
Flashfire, try and take this one earlier....one of your most important powers and your main opener in fights. Use with fire cages to get a makeshift AoE hold. Slotting would be 2 acc, 2 rech, 2 dis dur.
Enervating Field, you can get by with 2 end reds....but 3 is fine. Could maybe even swap the 3rd one for a recharge?
Fire Imps, not really much use for recharges in them unless you want to PvP?
Bonfire, never taken this power so really cant comment on slotting. Some love this power, others hate it.
Fireball, go with 2 acc, 3 dmg, 1 rech or end red
Fire Shield, get some end reds in here. I would go for 2 end reds, 3 dmg res.
No Fire Blast?
Hope this helps.
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meeh im not much of a fan for fire blast despite its good attribrutes, Fireball is enough for me I mean think about it Fireball+Containment= BOOYAH! OWNED! besides I wanted to make room for hasten, I'm just gonna go with the latest and see how it turns out I'm almost 24 in time for my first respec any how so my latest build should be a good one
hey guys I decided to delete all my current chars and alts and start from scratch... I have a Fire/Rad Controller but with a build which im totally worried about I feel like as if I'm leaving all my main powers too far out... such as enravtion field and other such cool powers
01) --> Char==> Hold(1) Hold(7) Hold(7) Acc(11) Acc(11) Acc(31)
01) --> Radiant Aura==> Heal(1) Heal(3) Heal(3)
02) --> Radiation Infection==> TH_DeBuf(2) TH_DeBuf(5) TH_DeBuf(5) DefDeBuf(37) DefDeBuf(37) DefDeBuf(40)
04) --> Fire Cages==> Immob(4) Immob(13) Immob(13) Acc(36) Acc(36) Acc(37)
06) --> Recall Friend==> Range(6)
08) --> Accelerate Metabolism==> Rechg(8) Rechg(9) Rechg(9)
10) --> Swift==> Run(10)
12) --> Hover==> DefBuf(12)
14) --> Fly==> Fly(14) Fly(15) Fly(15)
16) --> Mutation==> Rechg(16) Rechg(17) Rechg(17)
18) --> Health==> Heal(18) Heal(19) Heal(19)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Enervating Field==> Range(22) Range(23) Range(23)
24) --> Lingering Radiation==> Acc(24) Acc(25) Acc(25) Slow(42) Slow(43) Slow(43)
26) --> Hot Feet==> Dmg(26) Dmg(27) Dmg(27) Slow(34) Slow(36)
28) --> Choking Cloud==> Hold(28) Hold(29) Hold(29)
30) --> Cinders==> Hold(30) Hold(31) Hold(31) Acc(43) Acc(46)
32) --> Fire Imps==> Dmg(32) Dmg(33) Dmg(33) Acc(33) Acc(34) Acc(34)
35) --> Bonfire==> Dmg(35)
38) --> EM Pulse==> Hold(38) Hold(39) Hold(39) Acc(39) Acc(40) Acc(40)
41) --> Hibernate==> Rechg(41) Rechg(42) Rechg(42)
44) --> Frozen Armor==> DefBuf(44) DefBuf(45) DefBuf(45) DmgRes(45) DmgRes(46) DmgRes(46)
47) --> Ice Storm==> Dmg(47) Dmg(48) Range(48) Range(48)
49) --> Ice Blast==> Dmg(49) Dmg(50) Acc(50) Acc(50)
currently as im lvl 11 now with me new char I decided to take up smoking at lvl 6 turns out to be the most useless power in my collection... any advice is helpful and one more thing is it really important to take stamina as soon as you can? cant you like move it up a few levels or something? like leave it at lvl 22+?