Fire/Rad Superteam


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Posted

This has been posted in multiple parts of the forum, this reason for this is to make more people aware of this event, plus I realised I should've posted here in the first place

I am starting a fire/rad super team. What is a super team? you ask? A super team is a team of heroes/villains with the same or very similiar powersets, the reason for this is to achieve the maximum power from that set and to achieve the maximum from a single de/buff. The result of this allows the team to wipe out what would normally considered very difficult mobs very quickly and easily. Due to the number of lt's and bosses you will earn inf a lot more quickly than you normally would and once you reach 50 you will have mastered the two chosen powersets.

So, what makes a fire/rad super team so special? That my friend is an excellent question. I will list each power we will get and explain its uses for us, and at the end hopefully answer the question.

At level 1 we will be getting Char the reason I am choosing this over Ring of Fire is that it is a single-target hold whilst Ring of Fire is a single-target immob, essentially Char is a fair bit more useful at the lower levels, plus this can be also used for locking down Lts and Bosses. We will also be forced to take radiant aura, no worries though, as it the only PBAoE heal in the rad set it is needed and will be used often.

At level 2 we will be taking Fire Cages, an AOE immob. This will be used in order to obtain containment and to keep them together for de/buffs.

At level 4 we will be taking Accelerate Metabolism, one of the crown jewels of the rad set and the key to our speed whilst ST'ing (superteaming), with 8 of these going at once we will recieve a handy +240% Recharge Reduction, almost enough to have AM recharged before it wares off, this will actually turn perma once we have achieved level 12 and have our DO's. Nice thought is it not? Having +160% damage and +240% Running and flying speed and recharge reduction and almost total status resistance to Holds, Stuns, Sleeps, and Immobs. The kink in status resistance will be oversome by getting Stimulant.

At level 6 we will see varying changes in powers, ideally 2 people will get Radiant infection which when stacked will reduce the mob ToHit to 5%. Two other people will get Stimulant and use this to help us avoid those nasty status affects, don't worry about the constant buffing they will need to do, we will eventually all get it. Out of the remaining 4, 2 will get Smoke which will help us avoid pulling unwanted mobs, the other 2 will start the leadership pool and get Assault , this will buff out damage to +15%.

At level 8 we will all get Hot feet, a damage PBAoE which, with the +240% Recharge Rec and +160% damage will allow us to fight away without worrying about end and do quite an astounding amount of damage.

At Level 10 you will be opening your travel power set, this is free of choice, but I recommend Combat Jumping, as it paves the way for Super Jump, the simplest travel power to use and Acrobatics, which will give us spme extra status protection.

At level 12 we will all pick up Flashfire, an AoE disorient.

Level 14 and finally some movent! Depending on what you choose at level 10, you will have varying different travel powers.

We will be skipping Cinders and Bonfire, as they aren't much use to us anyways.

At level 16 we will all grab assault, those who got it earlier will get stimulant in its place.

By level 20, the people that grabbed assault at 6 shold have Tactics (this will help us hit with Flashfire), several other people should have lingering radiation to nerf the AV regen. A couple other people will have grant invisibility to help us ghost when the need arises. A couple more should have Mutation (a rez), which hopefully won't be needed to often. The other or others will take Enervating Field which will help us down AV's faster.

At level 28 we will grab Choking Cloud.

At level 32 our little monkeys will appear, when slotted and with our lovely perma AM these little fellas' around 230 damage per seond (dps).

EM pulse is skippable, but take it anyway. Its the best aoe hold in the game.

Eventually, everyone will have Tactics and Enervating field, Tactics will allow us to down high defence mobs fast (PP's gone MoG, Rikti Drones etc. etc.) and Enervating Field will cause AV's to go down faster.

You may notice the complete lack of the fitness pool. Frankly we don't need it, with the +240% endurance rec and running speed, having them would be an unnecessary luxury.

When we are high enough for the epics, Psionic Mastery will be our choice. With Indomitable Will we will have more lovely status protection, this will be perma with AM we will also get have Psionic Tornado, which with the +Damage will be amazing.

The start date for the super team is yet tbc, but will be confirmed soon.

N.B. Slots will be decided as we level.


Proud Palmprint of the Handprints, the number one SG in Europe.

Check our website and forum at thehandprints.co.uk!

@Jacko

 

Posted

It's been done before

I would reccomend getting fitness too, for when less people show up.


 

Posted

Yeah I know, thanks for the advice


Proud Palmprint of the Handprints, the number one SG in Europe.

Check our website and forum at thehandprints.co.uk!

@Jacko

 

Posted

Count me in, @Ripped, xD been looking for one of these on the EU servers but noone seems to be on enough to bother with it

Post times that you'll play and stuff asap pleeaase or send me a tell/email ingame if its no hassle. Wanna know everything and anything as soon as you do. Since we wanna look sexy maybe thinking up some sort of costume would be an idea?

Cant wait to ge it started. The great things about Superteams is TFs are easily completed Was shown some videos of the Buffer Overun dudes on the US servers a while ago and, OMG! They kill huge orange mobs of minions and bosses in seconds and AVs are no sweat when you have 8 stacked holds, 6 stacked debuffs, 24 super impies and 8 heroeses on them we're talking 1-2mins. And i dont know if you've tried all the troller's epics, i personally think fire yould be just the little bit better - 8 fireballs at the damage cap being lobbed at a mob, dont think they'll live too long...

Also I don't think Stimulant will be a big problem. Very Few mobs below level 12 have status attacks, and they tend to be Bosses and Lts who will be the targets of our holds. Levels 12-27, most mobs will be stunned by our Flashfires at the beginning of battles. Levels 28+ when just relying on Choking Cloud, if we go with Maneuvers and Smoke then not many Status Effect will even hit. People with Acrobatics probably won't ever get held. Stimulant may be reactive rather than proactive. As we play, we'll figure out if we really need to keep Stimulant on everyone. At the moment, I'm thinking we won't.

Also think you should pay a tribute of thanks to the dude on the US servers It's basically his build that you lovingly stole

*Edit* Thought I'd chuck this in The Buffer Overrun Dudes


 

Posted

Mooooooount me in


 

Posted

Cool, were actually meeting today (monday) at 7pm GMT, think you can make it?
Oh and also join the 'Radfire' channel


Proud Palmprint of the Handprints, the number one SG in Europe.

Check our website and forum at thehandprints.co.uk!

@Jacko

 

Posted

[ QUOTE ]
Also think you should pay a tribute of thanks to the dude on the US servers It's basically his build that you lovingly stole

[/ QUOTE ]

Yeah, been meaning to, great work TopDoc!


Proud Palmprint of the Handprints, the number one SG in Europe.

Check our website and forum at thehandprints.co.uk!

@Jacko

 

Posted

Hey sorry to burst your bubble, but my lvl 34 Kin/Psi def has psionic tornado, and with +300% dmg it still does like jack all to the mobs, its pretty useless, although with 8 people it should be alrite


 

Posted

The Controller epic Psionic Tornado does double the damage of a defender's, and that's without containment as well.


 

Posted

...nerf


 

Posted

Good luck with this, I can say from recent experience that it is great fun, and the xp comes so fast it feels 'dirty'.

If you would like to join an existing SG (with a useful coalition base) which contains only Fire/Rad Trolleys then please give me a shout in-game (@Bumguffy).

Your build looks solid (with the exception of Assault which should be changed for Manoeuvres), the trick is to convince people that they should stick to the build. The problem being that even though the SG had 30ish toons in it at one time getting an all fire/rad team proved difficult. Saying this however, when 5 or more of us did team it was unbelievable - YOU WILL BE SPOILT BY THIS TYPE OF TEAMING.

Perma AMs mean no downtime between groups and team TP was great fun when it went right. You will need Mutation at some point in your build for most of the team. You should have plenty of ‘free’ power choices and slots going spare and so would strongly suggest getting Cinders and slotting it up, you don’t have to get it straight away but is a great panic button as well as teaming in non-fire/rad teams.

Since AoE holds are the pinnacle of most controller sets don’t overlook the usefulness of flashfire followed by fire cages – two powers yes, but when mixed become an extremely cool hold, no matter what team I’m in this gets the job done.

When we started up our superteam I read the American forums about best tactics and there was lots tried but few conclusive suggestions, but in my experience most groups went down with the above hold (flashfire/firecages) throughout the levels.

Be under no illusion this is not for the feint hearted, you HAVE to be aggressive and get your hotfeet in the middle of the groups AS A TEAM – if only 2 out of the 5 are brave enough to do this then things really slow down and face plants ensue. This ‘tank’ mentality is even more important when you get choking cloud the more you have in the centre the more ‘total lockdown’ you’ll achieve.

Sure the damage dealing gets easier with the fire monkeys but aggression is the order of the day with this build. I was surprised how little use the debuffs were in this kind of teaming after the first 15ish levels, because by the time we had the group immobilised and disorientated, and our hot feet burning them up they were nearly all on the floor (although Rad infection is a great pull due to it’s delayed aggro activation time – especially in the early levels). I'm not saying don't get them by the way

I seem to remember picking up grant invis and stimulant at one time however didn’t need to use them that much and thus they eventually got respected out, it’s a sad fact that it’s easier to rez a teammate who was mezzed for too long than it is to buff them all with the very cumbersome stimulant – and what’s this talk of ghosting? Not sure you’ll need to be doing that, you’ll be earing xp so fast that you’ll be wishing there were more mobs to clear after mission complete.

If you end up not teaming with enough other fire/rads you’ll have horrible end problems, which is why eventually folk started taking the fitness pool, I think that was the beginning of the end for us.

It took me about 3 weeks to get to level 40 in fire/rad majority teams however ended up in conventional teams for the last 10 levels - for whatever reason people stopped playing their Fire/Rads and only two of us (currently) have made it to 50.


 

Posted

[ QUOTE ]
...nerf

[/ QUOTE ]

Done.


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 ]
...nerf

[/ QUOTE ]

Done.

[/ QUOTE ]
And if the defender version really does half the damage of the current (nerfed) troller one, I can't see why anyone would take it tbh (unless you're really desperate for some knockup).


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

Thanks for the brilliant advice Guffy, brought many things to light.

[ QUOTE ]
It took me about 3 weeks to get to level 40 in fire/rad majority teams however ended up in conventional teams for the last 10 levels - for whatever reason people stopped playing their Fire/Rads and only two of us (currently) have made it to 50.

[/ QUOTE ]

We shouldn't have a problem with attendance, most of the members on the team are good friends of mine, so shouldn't have to worry about them dissapering.
We also have an sg planned, but would be delighted to coalition with yours, hopefully we'll see you in game at some point.


Proud Palmprint of the Handprints, the number one SG in Europe.

Check our website and forum at thehandprints.co.uk!

@Jacko

 

Posted

Im up for joining definately.

Post up a starting time and when you will be playing, im on quite regularly, would love to join a SG if one is made!

I will make a toon in a min, @Bruiser


 

Posted

Anytime, I still play my fire/rad lots which is something I've not done with my other 50s. You're still more than welcome to join the SG, we should have a hatfull of prestige and I got a whole bunch of inf you can have to help you on your way. I'll happily make you leader too (since there are pitifully few of us that play), and who knows you may pick up some of our current members on the way.

No pressure, though seems a shame to have an SG with a base and quater of a mill prestige doing nowt. And if you need another fire/rad and I'm logged on, call for 'ScarRad' and I'll happily join you for some toxic burning fun.

Guffy.


 

Posted

As far as epics went I got just the one power - fireball. To be honest the build is so well rounded there's not a huge call for 'more' from the epics, I use it but not as much as I thought I would. By the time I put 3 fitness powers in I found that hasten and mutation were better powers for 'where I was at'.

One other thought (and it depends on your requirements) is that xp is slightly quicker with your rep set to Unyealding rather than Invincible (not in the early levels of course )


 

Posted

i got a lvl 14 fire/rad on union and will be around tonight sign me up @dipstar toons name is dipstah


 

Posted

Played again tonite, Most of us have passed level 10 Was great fun - I suppose anybody can join in. Join the Channel 'Radfire' its where we organise everything and talk about...stuff...

We were only teaming with 6 people at one point which shows that we could always definatly have more player to join in.


 

Posted

Just a quick thought, and possibly already been mentioned, but seriously (and I do mean SERIOUSLY) consider fitting Choking Cloud into builds ASAP.

I use it constantly on my Fire / Rad troller and I cannot even begin to describe how much easier it makes life when compared to not using it.

I'm able to happily hurl my toon into stupidly large groups of mobs after a quick blast with Cages and let CC and Hot Feet do pretty much all the work, and when you get your Imps life wil just get easier still.

As a Fire / Rad I found myself blitzing groups faster than Flashfire could recharge so this tactic came in remarkably useful, though YMMV


 

Posted

[ QUOTE ]
Just a quick thought, and possibly already been mentioned, but seriously (and I do mean SERIOUSLY) consider fitting Choking Cloud into builds ASAP.

[/ QUOTE ]
[ QUOTE ]
At level 28 we will grab Choking Cloud.

[/ QUOTE ]

Ok!


 

Posted

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Radfire
Level: 50
Archetype: Controller
Primary: Fire Control
Secondary: Radiation Emission
---------------------------------------------
01) --&gt; Char==&gt; Empty(1)
01) --&gt; Radiant Aura==&gt; Empty(1)
02) --&gt; Fire Cages==&gt; Empty(2)
04) --&gt; Accelerate Metabolism==&gt; Empty(4)
06) --&gt; Radiation Infection==&gt; Empty(6)
08) --&gt; Hot Feet==&gt; Empty(8)
10) --&gt; Combat Jumping==&gt; Empty(10)
12) --&gt; Flashfire==&gt; Empty(12)
14) --&gt; Super Jump==&gt; Empty(14)
16) --&gt; Assault==&gt; Empty(16)
18) --&gt; Enervating Field==&gt; Empty(18)
20) --&gt; Lingering Radiation==&gt; Empty(20)
22) --&gt; Accrobatics==&gt; Empty(22)
24) --&gt; Tactics==&gt; Empty(24)
26) --&gt; Vengeance==&gt; Empty(26)
28) --&gt; Choking Cloud==&gt; Empty(28)
30) --&gt; Mutation==&gt; Empty(30)
32) --&gt; Fire Imps==&gt; Empty(32)
35) --&gt; Fallout==&gt; Empty(35)
38) --&gt; EM Pulse==&gt; Empty(38)
41) --&gt; Fire Ball==&gt; Empty(41)
44) --&gt; Fire Shield==&gt; Empty(44)
47) --&gt; Consume==&gt; Empty(47)
49) --&gt; Smoke==&gt; Empty(49)
---------------------------------------------
01) --&gt; Sprint==&gt; Empty(1)
01) --&gt; Brawl==&gt; Empty(1)
01) --&gt; Containment==&gt; Empty(1)
02) --&gt; Rest==&gt; Empty(2)
---------------------------------------------


Thinking this is the basic build we're following; where slotting is concerned it's basically been agreed on "slot how ya wanna" just make sure AM is fully slotted ASAP

Remember you don't have to follow this build exactly - Travel powers are up to you. Obviously AM, Assault and Tactics are a must.


 

Posted

Edit: your on defiant.....


 

Posted

[ QUOTE ]
Edit: your on defiant.....

[/ QUOTE ]
FTL


 

Posted

Is it still going?? Got a fire/rad on Union lvl 24 curently, but having trouble finding teams and such.. Maybe its just me..But would like to join the Global channel, My global is @Aeroblaze