What pairs with a Fire/Rad best.
a Fire/rad duo will be the best imho. Earth control is nice but you will be jealous of her fire/rad all the way imho.
If you don't want Fire, Illusion would make your life a lot easier with PA. Earth is nice because of all the control it brings, so it just depends on how offensively you want to play. Can't really go wrong with /rad tbh.
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>
The main reason I was leaning towards Earth was for the tanker pet, Fire carries all the damage and the /Rad suplies the support...to me that almost seems like our own little team. Illusion would do the same, but the concept doesn't really fit.
The only problem i see with Earth is the lack of damage...which as TG said, leads to jealousy.
How about ice/rad? I dunno if it works or not, but hey, it would be a fun theme of hot and cold.
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Grav/Rad... there's no better tank-pet than Singy and Grav is just... great
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Fire/Rad and Earth/Kinetics would be an awesome duo.
Earth is really frustrating on the dmg side, although Stoney and the imps can make quite a combination at higher levls with all the debuffs and crowd control so it's still a good option in my opinion.
Also Ill/rad could be interesting, all those stacked debuffs should be golden for your PA.
Edit: Ooops, just read about Illusion bit. I'd go Earth/rad then, trick her into her rolling the Earth/rad and you roll the fire/rad
Fire/Rad and Fire/Kin could work as well. I mean, more monkeys never hurts anyone, and once FSs start, it'll be nice.
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What goes best with fire/rad?
Duo? Something with speed boost. Fire/Kin, Ill/Kin, Earth/Kin ... you get the idea
Another /Rad? Fire/Rad, Ill/Rad (my first 50 and still awesome) or Grav/Rad, Earth/Rad (LUDICROUS control)
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Have to agree with the majority here - fire/rad works great with fire/rad. Don't worry about tanking pets, you'll both be mezzing the pants of the bad guys with flashfire that you will want all the damage you can get. You'll not always get time to apply your deuffs before they are all dead with this duo.
What the heck...she can roll the Fire/Rad and i'll both a Fire/Rad and Earth/Rad, that way I get the best of both worlds
I think a blaster is the best bet. On trollers I'd say ill/rad, as fire doesnt really shine till after pets, and illu can help much at killing in the early levels
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Right, i've come up with a couple of builds...one for the Fire/Rad and one for the Earth/Rad, pls pull apart as needed as I was getting in a right fluster trying to sort slots. (posted Builds would be ideal too)
And remember, these are a Duo build...I'm taking one and the missus the other.
Hero Plan by Mids' Hero Designer 1.153
http://www.onthejazz.co.uk/hu/mhd.php
Lady Neutrino: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- Acc(A), Acc(3), Hold(3), Hold(11), RechRdx(15), RechRdx(27)
Level 1: Radiant Aura -- Heal(A), Heal(7), Heal(7), RechRdx(46)
Level 2: Fire Cages -- Acc(A), Dmg(31), Dmg(31), Dmg(31), EndRdx(36), RechRdx(36)
Level 4: Accelerate Metabolism -- EndMod(A), EndMod(5), EndMod(5), RechRdx(11), RechRdx(17), RechRdx(23)
Level 6: Swift -- Run(A)
Level 8: Radiation Infection -- ToHitDeb(A), ToHitDeb(9), ToHitDeb(9), EndRdx(29)
Level 10: Hover -- Krma-ResKB(A)
Level 12: Flashfire -- Acc(A), Acc(13), Dsrnt(13), Dsrnt(17), RechRdx(25), RechRdx(25)
Level 14: Fly -- Flight(A), Flight(15), Flight(29)
Level 16: Hurdle -- Jump(A)
Level 18: Hot Feet -- EndRdx(A), EndRdx(19), EndRdx(19), Dmg(46), Dmg(48), Dmg(48)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Enervating Field -- EndRdx(A), EndRdx(23)
Level 24: Hasten -- RechRdx(A), RechRdx(34), RechRdx(37)
Level 26: Lingering Radiation -- Acc(A), Acc(27), RechRdx(37), RechRdx(37)
Level 28: Assault -- EndRdx(A), EndRdx(43)
Level 30: Tactics -- ToHit(A), ToHit(34), ToHit(34), EndRdx(36), EndRdx(46)
Level 32: Fire Imps -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(40)
Level 35: Mutation -- RechRdx(A)
Level 38: EM Pulse -- Acc(A), Acc(39), Hold(39), RechRdx(39), RechRdx(40), RechRdx(40)
Level 41: Fire Ball -- Acc(A), Dmg(42), Dmg(42), Dmg(42), EndRdx(43), RechRdx(43)
Level 44: Fire Shield -- ResDam(A), ResDam(45), ResDam(45), EndRdx(45), EndRdx(48)
Level 47: Fallout -- Acc(A)
Level 49: Cinders -- Acc(A), Acc(50), Hold(50), Hold(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Containment
Level 2: Rest -- Empty(A)
And...
Hero Plan by Mids' Hero Designer 1.153
http://www.onthejazz.co.uk/hu/mhd.php
Doc Neutrino: Level 50 Science Controller
Primary Power Set: Earth Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Fossilize -- Acc(A), Acc(3), Hold(3), Hold(11), RechRdx(15), RechRdx(19)
Level 1: Radiant Aura -- Heal(A), Heal(5), Heal(5), RechRdx(37)
Level 2: Stone Cages -- Acc(A), Dmg(29), Dmg(31), Dmg(34), EndRdx(37), RechRdx(43)
Level 4: Accelerate Metabolism -- EndMod(A), EndMod(7), EndMod(7), RechRdx(11), RechRdx(15), RechRdx(19)
Level 6: Quicksand -- RechRdx(A)
Level 8: Radiation Infection -- ToHitDeb(A), ToHitDeb(9), ToHitDeb(9), EndRdx(29), EndRdx(46)
Level 10: Swift -- Run(A)
Level 12: Stalagmites -- Acc(A), Acc(13), Dsrnt(13), Dsrnt(17), Dsrnt(21), Dsrnt(21)
Level 14: Hover -- Krma-ResKB(A)
Level 16: Fly -- Flight(A), Flight(17), Flight(25)
Level 18: Earthquake -- RechRdx(A), RechRdx(36), RechRdx(43)
Level 20: Hurdle -- Jump(A)
Level 22: Stamina -- EndMod(A), EndMod(23), EndMod(23)
Level 24: Enervating Field -- EndRdx(A), EndRdx(25)
Level 26: Volcanic Gasses -- RechRdx(A), RechRdx(27), RechRdx(27), Hold(34), Hold(34), Hold(36)
Level 28: Hasten -- RechRdx(A), RechRdx(36), RechRdx(37)
Level 30: Lingering Radiation -- Acc(A), Acc(31), RechRdx(31), RechRdx(40), RechRdx(45), EndRdx(45)
Level 32: Animate Stone -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(45), RechRdx(46)
Level 35: Assault -- EndRdx(A), EndRdx(43)
Level 38: EM Pulse -- Acc(A), Acc(39), Hold(39), RechRdx(39), RechRdx(40), RechRdx(40)
Level 41: Tactics -- ToHit(A), ToHit(42), ToHit(42), EndRdx(42), EndRdx(46)
Level 44: Mutation -- RechRdx(A)
Level 47: Hurl Boulder -- Acc(A), Dmg(48), Dmg(48), Dmg(48)
Level 49: Rock Armour -- DefBuff(A), DefBuff(50), DefBuff(50), EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Containment
Level 2: Rest -- Empty(A)
As per others advice on Agent Magnum build, Stone cages is ok with 2xacc and 1xendrdx, damag is so low that don't need to bother with dmg and more immob is overkill. You can squeeze some defdebuff in radiation infection at higher lvls and leave it with 3xtohitdebuff, 2xdefdebuff (or vice-versa) and just 1xendrdx.
On quickesand, after hasten just put a slow on base or a unique from a slow set (i got some chance for -recharge).
On Lingering radiation, I think you don't need en endrdx, a slow instead would do better and you don't need recharges on your stoney, it stays with you until killed or map zone.
Ah soz, you also want stalagmites with 2xacc/3xrchg/1xdisorient, trust me, you'll want stalagmites up as much as possible.
Not sure you need assault and tactics, you should be too far from your pets to completely buff them.
I posted a while ago Agent Magnum's build for advice and I am passing to you the advice given plus own experience till lvl 34. Link to that thread is here
Stone is amazing mez-work, but Imps are unbelievable for damage. With two Rad debuffs and two AMs for recharge/endurance you two should be unstoppable.
Good luck and have fun
Fire/Fire blaster IMO. Just take the Mez and damage, add more damage and watch the fireworks.
It would certainly be the most visually impressive pair
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Not had a real long look at your build but one thing I think you might want to consider changing is Assult, from time to time those naughty little monkeys will agrro 12 unintended groups each, whereas you might not be able to save them Manouvers (stacked twice) will provide one of your few buffs (from a /rad build) for the both of you. Assult is good but with containment, imps and multi AM damage won't be a problem. Not sure how good an earth and fire rad trolleys will work, as fire is very 'jump in' agressive whereas earth is more 'ranged'. Whoever plays the earth will be very green by your mid 30s
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... Not sure how good an earth and fire rad trolleys will work, ...
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trolleys? pmsl, that a new AT you can drive ?
It'll be me playing the Earth troller...and I know that my Gf will just decimate everything with Fire, but i've already played through Fire control on my Dom and really wanted to try something different...i've always wanted a earth troller, just this way its easier...I tend to roll support toons for duos anyway.
Oh man, am I late suggesting Ice/TA then? Damn. :-|
fire / kin.
Because they are uber =p
SB
and more fire imps never hurt anyone.
And thousands of more reasons.
I'll vote against all those /Rad and /Kin fans (even tho I got one of each). I'd go with Earth/Sonic. It gives you and your girl mez protection, resistance buffs, PbAoE debuff on Sonic side and, on the other hand, excellent crowd control from Earth.
Down with Kin n' Rad scum says I! *pops a crazy amount of lucks*
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To celebrate the purchase of my girlfriends new laptop, i've decided to roll another Duo with her (not that you need an excuse for Altism, but it helps) and was going to suggest she try a Fire/Rad troller.
Now I would also like to roll a /Rad troller as my part of the duo and was wondering what primary to use, Fire/Rad just looks so awesome that it was my first choice...2 Fire/Rads should be crazy cool, but I was also thinking that this would be a good chance to try out a Stone troller.
So what would be the most awesome primary to pair with a Fire/Rad, any suggestions and reasons why will be happily taken on board...but the primary will have to br /Rad for concept reasons.