Could you comment my fire/rad build?


GrumpyGusten

 

Posted

Hi, I'm (still) rather new to CoH, and never played a fire/ controller before. I have a rad/sonic defender, but as I'm in a permanent team with that char I ended up just focusing on the rad-side, and neglected the sonic powers. I simply love radiation emission!

So, I want a fira/rad controller with decked out defense. I want to be able to solo (I'm slowly progressing through the levels with this char, doing all the badge missions available) as well as team. I haven't slotted the build, and slotting is not what I'm asking for comments on (allthough all advice would be much appreciated!).

My thoughts are that... I want Weave, for defense. I want Acrobatics, for status protection (hate being stunned or put to sleep so I have to re-cast the rad debuffs). I'm not sure, but I have the feeling that I'll be very end-heavy so I want Stamina early. I want Fissure and Rock Armor, mainly because I've heard good things about it. I really like Chocking Cloud (when properly slotted). I don't see what's so good about Cinders, but I took it because everyone else does. Mutation isn't really important to me, but figured I might as well take it at 49. I left out Smoke since /rad debuffs are good enough as it is, and I left out Flashfire because it has alot longer recharge than Fire Cages, and I figured I'd do well enough as it is.

Does my build make sense? Am I missing out on something? Did I get the powers in a strange order, and should get some earlier/later? If I want to, eventually, try to solo AV's, do I need Ring of Fire as well for the ST damage?

I'm not very satisfied with waiting until lvl 35 for acrobatics, 38 for hasten, and 47 for Chocking Cloud. There are just too many goodies to chose from! I do, however, want the rad-debuffs early, as well as some damage potential so I can start soloing.

All advice is much appreciated! Thank you for keeping the controller-forum interesting!

+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.cohplanner.com
+---------------------------------------------
Name: Grumpy Grampa
Level: 50
Archetype: Controller
Primary: Fire Control
Secondary: Radiation Emission
+---------------------------------------------
01 => Radiant Aura ==> Empty(1)
01 => Char ==> Empty(1)
02 => Radiation Infection ==> Empty(2)
04 => Fire Cages ==> Empty(4)
06 => Accelerate Metabolism ==> Empty(6)
08 => Hot Feet ==> Empty(8)
10 => Enervating Field ==> Empty(10)
12 => Combat Jumping ==> Empty(12)
14 => Super Jump ==> Empty(14)
16 => Swift ==> Empty(16)
18 => Health ==> Empty(18)
20 => Stamina ==> Empty(20)
22 => Cinders ==> Empty(22)
24 => Lingering Radiation ==> Empty(24)
26 => Boxing ==> Empty(26)
28 => Tough ==> Empty(28)
30 => Weave ==> Empty(30)
32 => Fire Imps ==> Empty(32)
35 => Acrobatics ==> Empty(35)
38 => Hasten ==> Empty(38)
41 => Fissure ==> Empty(41)
44 => Rock Armor ==> Empty(44)
47 => Choking Cloud ==> Empty(47)
49 => Mutation ==> Empty(49)
+---------------------------------------------
01 => Sprint ==> Empty(1)
01 => Brawl ==> Empty(1)
02 => Rest ==> Empty(1)


 

Posted

Flashfire and Fire Cages do different things--that's why their recharge is different.

Flashfire is your (almost) every spawn control, and shouldn't be left out. Its mez stacks with Fissure as well.

The mez protection on Acrobatics is nearly worthless (most holds are mag 3 and it provides mag 2 protection), and the -kb can be easily replaced with a single IO that can fit nicely into Combat Jumping.

I would recommend holding off Enervating Field or Hotfeet (or both) til post-Stamina.

The defense of Weave is worthwhile when stacked with others defenses, but you should try and see how survivable the toon is without these 3 powers (and you can pick up Hasten, etc. earlier).

The toggles you have would be prohibitively expensive to run all simultaneously--even with a near-perma AM.


 

Posted

The OP said that he wanted to max out on def. I'm not totally sure this is wise on a trolley.

Not only is Fire a great damage dealer it's also pretty good at AoE control, at the heart of this control is flashfire. In theory having a well defended trolley could mean you could skip this power however 'with it' you can disable whole groups of bad-dudes and not have them shoot at you at all. In short it's better not to be shot at than have to rely on what will probably be 'poor to dodgy' +def figures.

As far as your Rad debuffs go, I agree, get them all however Rad infection is the only 'must have' pre-stamina, the other two can be put in-between more 'I need that now' powers.

I think you don't need the fighting pool at all tbh, if rad infection and hard control don't keep you alive long enough to plough through groups (either in teams or solo) then you might want to rethink your tactics.

As for cinders many folk have it in their build for those moments when something has gone wrong, either hard control to finish a battle or the buffer of time to run away (not that I think you should). It's a pretty frustrating power to watch as it recharges however if you base your set bonuses around +rech it's more than possible to get perma AM and Hasten and this will help cinders greatly (however it's still more a panic button for 'normal' play). Last thing to say about cinders is that it needs slots and a lot of them. Bare that in mind before you take the power - no point having a power in your tray that's not close to it's potential because you couldn't afford the slots for it soon after picking it, better to plan to get it after 30 when slots are a little more 'available'.


 

Posted

Quote:
Originally Posted by Reptlbrain View Post
The mez protection on Acrobatics is nearly worthless (most holds are mag 3 and it provides mag 2 protection), and the -kb can be easily replaced with a single IO that can fit nicely into Combat Jumping.
I thought that players start off with an innate level of 1 against being held. so +2 from Acro puts you at 3 and you can take 1 hit without being held. I know that I see a big difference in how often I get mezzed on blasters or trollers with w/out acro vs. those with it


 

Posted

Quote:
Originally Posted by Reptlbrain View Post
Flashfire and Fire Cages do different things--that's why their recharge is different.

Flashfire is your (almost) every spawn control, and shouldn't be left out. Its mez stacks with Fissure as well.

The mez protection on Acrobatics is nearly worthless (most holds are mag 3 and it provides mag 2 protection), and the -kb can be easily replaced with a single IO that can fit nicely into Combat Jumping.

I would recommend holding off Enervating Field or Hotfeet (or both) til post-Stamina.

The defense of Weave is worthwhile when stacked with others defenses, but you should try and see how survivable the toon is without these 3 powers (and you can pick up Hasten, etc. earlier).

The toggles you have would be prohibitively expensive to run all simultaneously--even with a near-perma AM.
Agreed with pretty much everything Rep said. Enervating Field is a BEAST on endurance, as are Hot feet and Shocking Cloud. You rarely even turn any of them on until you got Stamina.

You'll want Flashfire and Cinders. If you intend to run the delicious Hot Feet/Choking Cloud combo, you'll be right in the thick of things, so you'll want plenty of control.

EMP is also an amazing Oh Shi-! lockdown power on its own. Stacking it with Cinders and/or CC will mean pretty much everything in sight is locked down.

Also, I'd recommend taking Fallout over Mutation. It's a NUKE that debuffs the living crap out of everything it hits. Let me say that again- it's a NUKE that pretty much neuters whatever it doesn't kill outright.

One free piece of advice on running a front-line Fire/Rad- it's all about the timing. When my timing is right, I can stride into battles and poopstorms where tankers would fear to tread, lockdown everything my eye beholds and tear it apart.
When my timing is off, I die.
When I get sloppy, I die.
When I get lazy, or distracted, or bored, I die.

See, an ordinary person spends his life avoiding tense situations. Fire/Rads spend their lives getting into tense situations.


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