Fire/Rad/Stone


Frosticus

 

Posted

I am coming up on 50 on my Fire/Rad/Stone and it has been immensely fun. I believe I will really enjoy myself come I16 and big old spawns can be had solo and on small teams.

I have worked up a build for myself that pretty much is what I already play, just with some slots moved around and IOd out for +recharge. I mostly team on smallish teams, 2 to 4 peeps. I am not looking for AV soloing, but will probably tackle big spawns on small teams.

Any input is welcome. I do not have the +recovery procs now and do not seem to have much trouble, perhaps they are not necessary with AM (especially once it gets perma)?

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Fire Puddles: Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Ring of Fire -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(3), Decim-Dmg/EndRdx(19), Decim-Acc/Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(34)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(34)
Level 2: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(11), Para-Hold/Rng(15), Para-Acc/Hold/Rchg(40)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(39), Efficacy-EndMod/EndRdx(40)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hot Feet -- Oblit-Dmg(A), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(11), TmpRdns-Acc/EndRdx(34), TmpRdns-EndRdx/Rchg/Slow(40)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(45)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(23)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(39)
Level 16: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(17), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-ToHitDeb/Rchg(37)
Level 18: Boxing -- Empty(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(46)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 24: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/Dmg/Slow(25), TmpRdns-Acc/EndRdx(27), TmpRdns-Rng/Slow(42), TmpRdns-EndRdx/Rchg/Slow(43)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
Level 28: Tactics -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(29), AdjTgt-ToHit(29)
Level 30: Tough -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(31), ImpSkn-EndRdx/Rchg(31), ImpSkn-ResDam/EndRdx/Rchg(31), ImpSkn-Status(45)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(37)
Level 35: Fallout -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/EndRdx(46)
Level 38: Vengeance -- LkGmblr-Rchg+(A)
Level 41: Fissure -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(43)
Level 44: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(46)
Level 47: Earth's Embrace -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(48), Dct'dW-Rchg(50)
Level 49: Weave -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:

  • 10.5% DamageBuff(Smashing)
  • 10.5% DamageBuff(Lethal)
  • 10.5% DamageBuff(Fire)
  • 10.5% DamageBuff(Cold)
  • 10.5% DamageBuff(Energy)
  • 10.5% DamageBuff(Negative)
  • 10.5% DamageBuff(Toxic)
  • 10.5% DamageBuff(Psionic)
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 1.25% Defense(Ranged)
  • 3.15% Max End
  • 1.5% Enhancement(JumpSpeed)
  • 18% Enhancement(Accuracy)
  • 1.5% Enhancement(FlySpeed)
  • 97.5% Enhancement(RechargeTime)
  • 1.5% Enhancement(JumpHeight)
  • 1.5% Enhancement(RunSpeed)
  • 8% Enhancement(Heal)
  • 6% Enhancement(Stun)
  • 5% FlySpeed
  • 133.5 HP (13.1%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 10%
  • MezResist(Held) 10%
  • MezResist(Immobilize) 12.8%
  • MezResist(Sleep) 12.2%
  • MezResist(Stun) 12.2%
  • MezResist(Terrorized) 14.4%
  • 20% (0.33 End/sec) Recovery
  • 40% (1.7 HP/sec) Regeneration
  • 4.1% Resistance(Fire)
  • 4.1% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 5% RunSpeed
  • 2% XPDebtProtection


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

I couldn't open the data link, so I can only go on what I see.

No Fire Cages. No travel power. No Choking Cloud.

But you have Fallout, Leadership and Fighting pools.

Sorry, your playstyle is obviously very, very different than mine. To me, the key for my Fire/Rad is to use Flashfire+Fire Cages from range, then run in with Hot Feet + Choking Cloud. Use Char to hold anything still moving, and Air Sup to knock it down until Char recharges, if needed. You are missing three of my six key powers. I also have Bonfire, which I find very useful in certain situations. (For example, the bugged STF.) I have other powers that I found more useful than Fallout, Leadership and Fighting. You only took 5 from your primary powerset. You took six from your secondary, including the most often skipped power.

I'm not trying to say that your character isn't effective as a mostly team support character, but I would say that it is a pretty unconventional build.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

What kind of build are you looking for? Like local said no fire cages or travel? I have a good build, but its a farm build albeit and just TEARS through mobs, solo, teamed, even normal teams is just plain amazing, but very different from what you have showing.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Lets just get it out of the way.....Will this character only be in "A singlE spot" and have no need for a travel power and not fighting Multiple enemies At a time?


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by Local_Man View Post
I couldn't open the data link, so I can only go on what I see.

No Fire Cages. No travel power. No Choking Cloud.

But you have Fallout, Leadership and Fighting pools.

Sorry, your playstyle is obviously very, very different than mine. To me, the key for my Fire/Rad is to use Flashfire+Fire Cages from range, then run in with Hot Feet + Choking Cloud. Use Char to hold anything still moving, and Air Sup to knock it down until Char recharges, if needed. You are missing three of my six key powers. I also have Bonfire, which I find very useful in certain situations. (For example, the bugged STF.) I have other powers that I found more useful than Fallout, Leadership and Fighting. You only took 5 from your primary powerset. You took six from your secondary, including the most often skipped power.

I'm not trying to say that your character isn't effective as a mostly team support character, but I would say that it is a pretty unconventional build.
I would also be in agreement with local. Flashfire, followed up with Fire Cages, and then a good ole' fashioned cookout with Hot Feet and Choking Cloud is going to open up a whole new world of damage goodness to you.

What I am totally baffled by, however, is how you have gotten around Paragon City without a travel power. That totally throws me :P

Here, essentially, is how I have my character built. Now I don't have any enhancements slotted, but it's not too hard to figure out what would need to go where

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

FireRad: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Fire Mastery

Hero Profile:
------------
Level 1: Char Empty(A), Empty(7), Empty(19), Empty(23), Empty(39), Empty(39)
Level 1: Radiant Aura Empty(A), Empty(3), Empty(3), Empty(9), Empty(34), Empty(37)
Level 2: Fire Cages Empty(A), Empty(7), Empty(19), Empty(43), Empty(43), Empty(43)
Level 4: Accelerate Metabolism Empty(A), Empty(5), Empty(5), Empty(9), Empty(37), Empty(37)
Level 6: Swift Empty(A), Empty(36)
Level 8: Hot Feet Empty(A), Empty(11), Empty(11), Empty(27), Empty(40), Empty(40)
Level 10: Combat Jumping Empty(A)
Level 12: Flashfire Empty(A), Empty(13), Empty(13), Empty(31), Empty(36), Empty(40)
Level 14: Super Jump Empty(A), Empty(15), Empty(15)
Level 16: Health Empty(A), Empty(17), Empty(17)
Level 18: Mutation Empty(A)
Level 20: Stamina Empty(A), Empty(21), Empty(21)
Level 22: Hasten Empty(A), Empty(23)
Level 24: Radiation Infection Empty(A), Empty(25), Empty(25)
Level 26: Enervating Field Empty(A), Empty(27)
Level 28: Choking Cloud Empty(A), Empty(29), Empty(29), Empty(46), Empty(46), Empty(46)
Level 30: Cinders Empty(A), Empty(31), Empty(31)
Level 32: Fire Imps Empty(A), Empty(33), Empty(33), Empty(33), Empty(34), Empty(34)
Level 35: Lingering Radiation Empty(A), Empty(36)
Level 38: Recall Friend Empty(A), Empty(39)
Level 41: Fire Ball Empty(A), Empty(42), Empty(42), Empty(42)
Level 44: Fire Shield Empty(A), Empty(45), Empty(45), Empty(45)
Level 47: Fire Blast Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Consume Empty(A), Empty(50), Empty(50), Empty(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Containment



I don't recall seeing consume previously in the Fire Mastery pool, but I think that is one I'm definitely going to take for my fire/rad. Even with all my IOs and end recovery enhancements, he's still an end hog.


 

Posted

Consume has always been in Fire Mastery. Power of the Phoenix was just added during APP proliferation for i16.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Ahh ok....I don't know why I ignored it...probably because I focused on team benefits more. Power of the Phoenix looks very intriguing as well. I know my dude could always use a self-res


 

Posted

I use the Psi APP set in my Fire/Rad, as the biggest frustration I have with my Fire/Rad is getting mezzed. I like Psi Tornado, too. Fireball has too long a recharge.

I'd be tempted to use the Earth set for this character since he stays in melee most of the time, but that Rock Armor is just too darn ugly. This is one character where that one aspect, the ugly rock armor, is enough to keep me from considering the Earth set.

I think MM is correct. The OP's build must be an AE baby. The rewards of AE are changing a lot with I-16, and it will be interesting to see how that affects all of the characters who never leave Atlas Park.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Hey now, where did I "say" anything about An AE babiE?


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by Local_Man View Post
I use the Psi APP set in my Fire/Rad, as the biggest frustration I have with my Fire/Rad is getting mezzed. I like Psi Tornado, too. Fireball has too long a recharge.

I'd be tempted to use the Earth set for this character since he stays in melee most of the time, but that Rock Armor is just too darn ugly. This is one character where that one aspect, the ugly rock armor, is enough to keep me from considering the Earth set.

I think MM is correct. The OP's build must be an AE baby. The rewards of AE are changing a lot with I-16, and it will be interesting to see how that affects all of the characters who never leave Atlas Park.
Of course that is THANKFULLY all going to change with issue 16


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Never underestimate the intelligence and resourcefulness of the playerbase. More ways to stretch the system will be discovered and have to be tweaked. Circle of life and all.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by Local_Man View Post
The OP's build must be an AE baby. The rewards of AE are changing a lot with I-16, and it will be interesting to see how that affects all of the characters who never leave Atlas Park.
Nah, Fire Puddles is three year old character. I skip travel powers quite frequently and I am almost never the last person to a mission door. I take a travel for concept or if I have room and nothing else fits concept anyway. I can go to the TV reactor with sprint and Hurdle in less than 3 minutes, so its not a bother to skip my travel (AM also helps a lot).

Flashfire + Hot Feet gives me my AoE damage and much of my mitigation. Fire Cages would be a nice addition, but I haven't really had any issues without it. I Flashfire as I jump into the middle, it is rare for enemies to wander out of the Hot Feet while disoriented (although since I have the Stupefy: KB proc in Flashfires (and Fissure) for giggles, I do often scatter them, I will most likely remove them soon, but it still makes me cackle everytime I scatter the heck out of the baddies).

As far as engaging multiple spawns, I find the toggles work fine on adds, as does Fissure and LR if they are recharged. I play on Unyielding, so I mostly fight +1s and +2s, maybe with the new difficulty slider I will feel the lack of extra controls, although I will probably only bump it to +2s and +3s. I will keep in mind the Choking Cloud and Fire Cages recommenadtions in case the higher difficulty with I16 becomes problematic.

My teams move fast, too fast really. We will often run into rooms of doom uncaring and aggro multiple spawns (and generally we are all squishies). This, naturally, causes the occasional insta-death and Vengeance then Fallout are very useful to me. I really wanted to fit in Mutation as well, but Weave was too tempting (we made it this far with just awakens ).


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
Nah, Fire Puddles is three year old character. I skip travel powers quite frequently and I am almost never the last person to a mission door. I take a travel for concept or if I have room and nothing else fits concept anyway. I can go to the TV reactor with sprint and Hurdle in less than 3 minutes, so its not a bother to skip my travel (AM also helps a lot).

Flashfire + Hot Feet gives me my AoE damage and much of my mitigation. Fire Cages would be a nice addition, but I haven't really had any issues without it. I Flashfire as I jump into the middle, it is rare for enemies to wander out of the Hot Feet while disoriented (although since I have the Stupefy: KB proc in Flashfires (and Fissure) for giggles, I do often scatter them, I will most likely remove them soon, but it still makes me cackle everytime I scatter the heck out of the baddies).

As far as engaging multiple spawns, I find the toggles work fine on adds, as does Fissure and LR if they are recharged. I play on Unyielding, so I mostly fight +1s and +2s, maybe with the new difficulty slider I will feel the lack of extra controls, although I will probably only bump it to +2s and +3s. I will keep in mind the Choking Cloud and Fire Cages recommenadtions in case the higher difficulty with I16 becomes problematic.

My teams move fast, too fast really. We will often run into rooms of doom uncaring and aggro multiple spawns (and generally we are all squishies). This, naturally, causes the occasional insta-death and Vengeance then Fallout are very useful to me. I really wanted to fit in Mutation as well, but Weave was too tempting (we made it this far with just awakens ).
Hey, if you enjoy the character, that's fine. I find a travel power to be fun . . . and as I indicated, Fire Cages and Choking Cloud are two of my main powers for my standard strategy. Even if Flashfire is recharging, I can still use Fire Cages + Radiation Infection for a quasi-hold -- they can't move and have trouble hitting us. I also have the Grav Anchor "Chance for Hold" proc in my Fire Cages, which I see going off all the time, as well as a damage proc. I pretty much spam Fire Cages while I keep them held with Choking Cloud, so those procs have lots of chances to hit.

But if you have a substantially different playstyle than mine, then it is hard for me to make many suggestions. One thing I noticed is the Stupify set in Fissure . . . the stun isn't all that reliable, so I prefer to use Posi Blast for the damage.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Local_Man View Post
I use the Psi APP set in my Fire/Rad, as the biggest frustration I have with my Fire/Rad is getting mezzed. I like Psi Tornado, too. Fireball has too long a recharge.
I'm very tempted to drop the Fire epic in favor of Psi, just to get that Mez protection. The duration/recharge on it of very disappointing, tho'. And i will miss Consume.

World of Confusion might just seal the deal, however, especially with a fresh new color. Hotfeet + CC + WoC = pretty-colored mayhem!

There seems to a HUGE variety of playstyles, for controllers in general and for Fire/Rad's especially. I've always skipped Bonfire and Mutation, since my Frad is starving for slots AND powers.


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

 

Posted

Quote:
Originally Posted by MaHaBone23 View Post
I'm very tempted to drop the Fire epic in favor of Psi, just to get that Mez protection. The duration/recharge on it of very disappointing, tho'. And i will miss Consume.

World of Confusion might just seal the deal, however, especially with a fresh new color. Hotfeet + CC + WoC = pretty-colored mayhem!

There seems to a HUGE variety of playstyles, for controllers in general and for Fire/Rad's especially. I've always skipped Bonfire and Mutation, since my Frad is starving for slots AND powers.
Bonfire and Mutation are both situational powers, so I agree that both of them are optional. I have Bonfire, but only have a Recharge in the default slot. I find lots of uses for it, however.

I left out Smoke, Ring of Fire, Mutation and Fallout. If I could, I would fit in Mutation, but I would have to give up my level 49 power, Super Speed. While I rarely take two travel powers in most characters, it really seems to help this one. SS+ a stealth IO gives me Invisibility if I need it (so less of a need for Smoke), and the ability to run around quickly to pull the imps into position, or run in and hit Cinders, is so very nice.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Local_Man View Post
Bonfire and Mutation are both situational powers, so I agree that both of them are optional. I have Bonfire, but only have a Recharge in the default slot. I find lots of uses for it, however.

I left out Smoke, Ring of Fire, Mutation and Fallout. If I could, I would fit in Mutation, but I would have to give up my level 49 power, Super Speed. While I rarely take two travel powers in most characters, it really seems to help this one. SS+ a stealth IO gives me Invisibility if I need it (so less of a need for Smoke), and the ability to run around quickly to pull the imps into position, or run in and hit Cinders, is so very nice.
Back to my point about playstyles- I LOOOOOOOVE Fallout. Call it situational, sure, but its a situation that happens frequently, especially on PuGs. A massively debuffing nuke? Yes please!

I'll confess... on more than one occasion, I've been... slower than I should with the Healing aura in the devious, gleeful anticipation of busting a Fallout off a luckless teammate's ***. >:-)


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

 

Posted

Quote:
Originally Posted by MaHaBone23 View Post
Back to my point about playstyles- I LOOOOOOOVE Fallout. Call it situational, sure, but its a situation that happens frequently, especially on PuGs. A massively debuffing nuke? Yes please!

I'll confess... on more than one occasion, I've been... slower than I should with the Healing aura in the devious, gleeful anticipation of busting a Fallout off a luckless teammate's ***. >:-)
Ahh, the joys of getting lulz over the misery of others I too love fallout and have yet to find myself on a team where I don't use it at least once. It's especially fun when there's multiple rad trolls that have fallout. Nukes galore!

Speaking of fallout....how long does the debuff last?


 

Posted

Quote:
I skip travel powers quite frequently and I am almost never the last person to a mission door
almost and never are key here...how often are you the first? Don't worry this isn't an attack on you or people that want to make and play their way, but just because you aren't last doesn't mean people aren't having to wait on you. That last person may be off selling or doing something else to slow the team down. I always hear people talk about how fast they get to missions but I seriously doubt they'd get there in anywhere near the time it takes one of my travelers. When I'm running teams I have little patience for daudlers be it, selling, salvaging or traveling.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by MentalMaden View Post
almost and never are key here...how often are you the first? Don't worry this isn't an attack on you or people that want to make and play their way, but just because you aren't last doesn't mean people aren't having to wait on you. That last person may be off selling or doing something else to slow the team down. I always hear people talk about how fast they get to missions but I seriously doubt they'd get there in anywhere near the time it takes one of my travelers. When I'm running teams I have little patience for daudlers be it, selling, salvaging or traveling.
Then you should take Recall Friend!
The extra 15-20 seconds it takes me to get to most missions after the first person has never been a problem yet. Occasionally it might take me 30-40 seconds longer on those across IP or Talos missions. You don't have to wait for me if that is too long, I don't wait either, I like to dive into spawns and if you're busy selling, I'll be busy killing. Somehow, someone else is always dawdling more than me.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

If you are diving into the middle of spawns, not having Choking Cloud or Fire Cages is a strange choice. Both take some nice, relatively cheap +chance to Hold procs. Both are extremely useful at setting up Containment to get the most of your damage output. Both help keep enemies tightly packed and withing Hotfeet range, as well as withing range of your Rad debuffs. And Fire Cages is a nice, fast-recharging source of even more damage.


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

 

Posted

Quote:
Originally Posted by MaHaBone23 View Post
Back to my point about playstyles- I LOOOOOOOVE Fallout. Call it situational, sure, but its a situation that happens frequently, especially on PuGs. A massively debuffing nuke? Yes please!

I'll confess... on more than one occasion, I've been... slower than I should with the Healing aura in the devious, gleeful anticipation of busting a Fallout off a luckless teammate's ***. >:-)
My problem is that I don't run with PUGs much. I have three buddies that I regularly team with . . . all are very good players and don't die much. So Fallout is mostly a wasted power pick. I still have it on my Earth/Rad, but don't use it all that much.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by StratoNexus View Post
Then you should take Recall Friend!
The extra 15-20 seconds it takes me to get to most missions after the first person has never been a problem yet. Occasionally it might take me 30-40 seconds longer on those across IP or Talos missions. You don't have to wait for me if that is too long, I don't wait either, I like to dive into spawns and if you're busy selling, I'll be busy killing. Somehow, someone else is always dawdling more than me.
Travel is only one aspect. I find too many strategic advantages to many of the travel powers. Superspeed for fast positioning and stealth. Fly for getting an overview while out of harms way, which is great for those "find X" in outdoor maps. Even teleport lets me get out of Immobilize and slow areas, and past groups in choke points. And all four travel powers allow for fast escapes.

One of my high points for any low level character is finally getting his travel power.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

How to skip a travel power on x/rad.

A. get lots of +rech for as much uptime on AM as possible.
B. Slot AM with 1-2 runspeeds
C. Get swift slot with 1-2 runspeeds
D. Slot sprint with 1-2 runspeeds.
E. Get powerboost and cast before you click AM.

= ~56 mph (65 mph for the 15 sec pb is actively boosting sprint too)
w/o pb = 44.5 mph

Unslotted superspeed = 64 mph
2 slotted quickness+2slotted swift+2 slotted sprint = 46 mph

F. Get shadow shard flight pack.


 

Posted

Quote:
Originally Posted by Frosticus View Post
How to skip a travel power on x/rad.

A. get lots of +rech for as much uptime on AM as possible.
B. Slot AM with 1-2 runspeeds
C. Get swift slot with 1-2 runspeeds
D. Slot sprint with 1-2 runspeeds.
E. Get powerboost and cast before you click AM.

= ~56 mph (65 mph for the 15 sec pb is actively boosting sprint too)
w/o pb = 44.5 mph

Unslotted superspeed = 64 mph
2 slotted quickness+2slotted swift+2 slotted sprint = 46 mph

F. Get shadow shard flight pack.

OK, I see that, but I can't imagine using up that many slots, plus using two slots in AM that could be used for EndMod. But, I suspect the OP is one of those folks who likes to go against the grain. If so, it is kind of odd to come into the forums to ask for comments on a build without explaining the unusual preferences first. Of course, folks will point out the unconventional things in the build.

A while ago, I tried a non-travel character by 2 slotting Hurdle, Combat Jumping and Sprint all with Jump enhancements. Was it usable? Sure. Did I like it better than Superjump with only its default slot? No. I changed it on a Respec.


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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Local_Man View Post
OK, I see that, but I can't imagine using up that many slots, plus using two slots in AM that could be used for EndMod. But, I suspect the OP is one of those folks who likes to go against the grain. If so, it is kind of odd to come into the forums to ask for comments on a build without explaining the unusual preferences first. Of course, folks will point out the unconventional things in the build.

A while ago, I tried a non-travel character by 2 slotting Hurdle, Combat Jumping and Sprint all with Jump enhancements. Was it usable? Sure. Did I like it better than Superjump with only its default slot? No. I changed it on a Respec.
Well what I suggested is an order of magnitude better than cj+hurlde vs sj. It is quite close to superspeed.

I have no idea if he has done something similar to what I suggested, but you can max out AM's end mod and rech with 4 slots so squeezing in some runspeed isn't that difficult.

Really it's a matter of finding 4 (2 in AM, 1 in sprint, 1 in swift) slots vs requiring two power picks (ie cj + superjump, or hover+fly).

The unsuppressed movement in combat is on par with speedboost and is pretty awesome.

However, getting AM up enough to do it is usually a mid 30's+ thing...although temp superjump can usually last me until about lvl 30.

I dunno, some people skip a lot of powers in rad (like me) and have no problem fitting in travels, but other people like taking mutation, fallout, and choking cloud on top of the rad 5 and it can be nice to have an alternative to the "normal" must haves in this game. ie stamina+travel on every single toon. It can get old.