HELP! Fire/Rad Build!


DarkInvado

 

Posted

Well, I kinda through this together! I have a lot of frankenslotting :< I know I probably butchered it! Advice would be good! tyvm! I want to solo mainly +0/8 ish ... and I was also trying to get perma AM if possible?


Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Char

  • (A) Paralytic - Accuracy/Hold/Recharge
  • (3) Essence of Curare - Accuracy/Hold/Recharge
  • (3) Essence of Curare - Accuracy/Hold
Level 1: Radiant Aura
  • (A) Harmonized Healing - Heal/Endurance/Recharge
  • (5) Miracle - Heal/Endurance/Recharge
  • (5) Miracle - Heal/Recharge
  • (7) Harmonized Healing - Heal/Endurance
  • (7) Triage - Heal/Endurance/Recharge
Level 2: Radiation Infection
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (9) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (23) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (27) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (27) Dark Watcher's Despair - Chance for Recharge Slow
  • (29) Achilles' Heel - Chance for Res Debuff
Level 4: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (9) Efficacy Adaptor - EndMod/Recharge
  • (11) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (11) Efficacy Adaptor - Accuracy/Recharge
  • (13) Efficacy Adaptor - EndMod/Accuracy
  • (23) Efficacy Adaptor - EndMod/Endurance
Level 6: Hover
  • (A) Flight Speed IO
  • (13) Luck of the Gambler - Recharge Speed
  • (31) Flight Speed IO
Level 8: Hot Feet
  • (A) Pacing of the Turtle - Accuracy/Endurance
  • (19) Pacing of the Turtle - Chance of -Recharge
  • (25) Tempered Readiness - Accuracy/Endurance
  • (25) Tempered Readiness - Endurance/Recharge/Slow
Level 10: Fire Cages
  • (A) Rooting Grasp - Accuracy/Immobilize/Recharge
  • (15) Trap of the Hunter - Immobilize/Accuracy
  • (15) Enfeebled Operation - Accuracy/Immobilize
  • (46) Ragnarok - Chance for Knockdown
Level 12: Flashfire
  • (A) Razzle Dazzle - Accuracy/Stun/Recharge
  • (17) Razzle Dazzle - Accuracy/Recharge
  • (17) Razzle Dazzle - Chance of Immobilize
Level 14: Fly
  • (A) Flight Speed IO
Level 16: Swift
  • (A) Flight Speed IO
Level 18: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (19) Miracle - +Recovery
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (21) Endurance Modification IO
  • (29) Performance Shifter - Chance for +End
Level 22: Enervating Field
  • (A) Endurance Reduction IO
  • (33) Endurance Reduction IO
  • (46) Endurance Reduction IO
Level 24: Hasten
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 26: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 28: Choking Cloud
  • (A) Lockdown - Chance for +2 Mag Hold
  • (31) Neuronic Shutdown - Chance of Damage(Psionic)
  • (31) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (33) Paralytic - Endurance/Hold
  • (33) Essence of Curare - Endurance/Hold
Level 30: Lingering Radiation
  • (A) Pacing of the Turtle - Chance of -Recharge
  • (34) Pacing of the Turtle - Accuracy/Slow
  • (34) Tempered Readiness - Accuracy/Slow
  • (36) Pacing of the Turtle - Endurance/Recharge/Slow
  • (36) Tempered Readiness - Endurance/Recharge/Slow
  • (36) Impeded Swiftness - Endurance/Recharge/Slow
Level 32: Fire Imps
  • (A) Unquestioning Loyalty - Accuracy/Damage
  • (34) Commanding Presence - Accuracy/Damage
  • (37) Brilliant Leadership - Accuracy/Damage
  • (37) Blood Mandate - Accuracy/Damage
  • (37) Sovereign Right - Accuracy/Damage
  • (39) Soulbound Allegiance - Chance for Build Up
Level 35: Smoke
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (39) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (39) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (40) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (40) Dark Watcher's Despair - Chance for Recharge Slow
Level 38: Cinders
  • (A) Ghost Widow's Embrace - Accuracy/Hold/Recharge
  • (40) Essence of Curare - Accuracy/Hold/Recharge
  • (42) Neuronic Shutdown - Accuracy/Hold/Recharge
  • (42) Paralytic - Accuracy/Hold/Recharge
  • (42) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 41: Fissure
  • (A) Force Feedback - Chance for +Recharge
  • (43) Positron's Blast - Damage/Endurance
  • (43) Positron's Blast - Accuracy/Damage
  • (43) Positron's Blast - Accuracy/Damage/Endurance
  • (45) Positron's Blast - Chance of Damage(Energy)
  • (45) Positron's Blast - Damage/Recharge
Level 44: Rock Armor
  • (A) Luck of the Gambler - Recharge Speed
  • (45) Luck of the Gambler - Defense
  • (46) Luck of the Gambler - Defense/Endurance
Level 47: Earth's Embrace
  • (A) Doctored Wounds - Heal
  • (48) Doctored Wounds - Recharge
  • (48) Doctored Wounds - Heal/Endurance/Recharge
  • (50) Doctored Wounds - Heal/Recharge
  • (50) Doctored Wounds - Endurance/Recharge
Level 49: Seismic Smash
  • (A) Crushing Impact - Accuracy/Damage
  • (50) Mako's Bite - Accuracy/Damage
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Empty
Level 1: Containment


"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."

 

Posted

I just whipped this up it makes some sacrifice in slotting in some powers(EE, Stone armor em pulse notably) but it gets you perma AM and hasten and should be pretty surviable. It may need some a bit more tweeking and it'll cost you but it should do what you ask it to.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Stone Mastery

Hero Profile:
------------
Level 1: Char
(A) Basilisk's Gaze - Accuracy/Hold
(3) Basilisk's Gaze - Recharge/Hold
(3) Basilisk's Gaze - Accuracy/Recharge
(5) Basilisk's Gaze - Endurance/Recharge/Hold
(5) Lockdown - Recharge/Hold
(7) Lockdown - Accuracy/Endurance/Recharge/Hold


Level 1: Radiant Aura
(A) Doctored Wounds - Heal/Endurance
(7) Doctored Wounds - Endurance/Recharge
(9) Doctored Wounds - Heal/Recharge
(9) Doctored Wounds - Heal/Endurance/Recharge
(11) Doctored Wounds - Heal
(11) Doctored Wounds - Recharge


Level 2: Radiation Infection
(A) Dark Watcher's Despair - To Hit Debuff
(13) Dark Watcher's Despair - To Hit Debuff/Recharge
(13) Dark Watcher's Despair - To Hit Debuff/Endurance
(15) Dark Watcher's Despair - Recharge/Endurance
(15) Touch of Lady Grey - Defense Debuff/Endurance
(17) Touch of Lady Grey - Defense Debuff/Recharge/Endurance


Level 4: Fire Cages
(A) Enfeebled Operation - Accuracy/Recharge
(17) Enfeebled Operation - Accuracy/Endurance
(19) Enfeebled Operation - Endurance/Immobilize
(19) Enfeebled Operation - Accuracy/Immobilize/Recharge
(21) Trap of the Hunter - Chance of Damage(Lethal)
(21) Gravitational Anchor - Chance for Hold


Level 6: Accelerate Metabolism
(A) Efficacy Adaptor - EndMod
(23) Efficacy Adaptor - EndMod/Recharge
(23) Efficacy Adaptor - EndMod/Accuracy/Recharge
(25) Efficacy Adaptor - Accuracy/Recharge
(25) Efficacy Adaptor - EndMod/Accuracy
(27) Efficacy Adaptor - EndMod/Endurance


Level 8: Hasten
(A) Recharge Reduction IO
(27) Recharge Reduction IO
(29) Recharge Reduction IO


Level 10: Hurdle
(A) Jumping IO


Level 12: Flashfire
(A) Stupefy - Accuracy/Recharge
(33) Stupefy - Endurance/Stun
(33) Stupefy - Accuracy/Endurance
(34) Stupefy - Stun/Range
(34) Stupefy - Accuracy/Stun/Recharge
(34) Recharge Reduction IO


Level 14: Super Speed
(A) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 16: Hot Feet
(A) Scirocco's Dervish - Accuracy/Damage
(29) Scirocco's Dervish - Damage/Endurance
(31) Scirocco's Dervish - Damage/Recharge
(31) Scirocco's Dervish - Accuracy/Recharge
(31) Scirocco's Dervish - Accuracy/Damage/Endurance
(33) Scirocco's Dervish - Chance of Damage(Lethal)


Level 18: Health
(A) Miracle - +Recovery
(36) Numina's Convalescence - +Regeneration/+Recovery


Level 20: Stamina
(A) Endurance Modification IO
(36) Endurance Modification IO
(36) Performance Shifter - Chance for +End


Level 22: Enervating Field
(A) Endurance Reduction IO
(37) Endurance Reduction IO


Level 24: Lingering Radiation
(A) Tempered Readiness - Accuracy/Slow
(37) Tempered Readiness - Damage/Slow
(37) Tempered Readiness - Accuracy/Endurance
(39) Tempered Readiness - Range/Slow
(39) Tempered Readiness - Endurance/Recharge/Slow
(39) Tempered Readiness - Accuracy/Damage/Slow


Level 26: Cinders
(A) Basilisk's Gaze - Accuracy/Hold
(40) Basilisk's Gaze - Accuracy/Recharge
(40) Basilisk's Gaze - Recharge/Hold
(40) Basilisk's Gaze - Endurance/Recharge/Hold
(42) Lockdown - Recharge/Hold
(42) Lockdown - Accuracy/Endurance/Recharge/Hold


Level 28: Bonfire
(A) Force Feedback - Chance for +Recharge


Level 30: Choking Cloud
(A) Basilisk's Gaze - Accuracy/Hold
(42) Basilisk's Gaze - Accuracy/Recharge
(43) Basilisk's Gaze - Recharge/Hold
(43) Basilisk's Gaze - Endurance/Recharge/Hold
(43) Lockdown - Accuracy/Hold
(45) Lockdown - Accuracy/Endurance/Recharge/Hold


Level 32: Fire Imps
(A) Call to Arms - Accuracy/Recharge
(45) Call to Arms - Accuracy/Damage
(45) Call to Arms - Damage/Endurance
(46) Call to Arms - Accuracy/Damage/Recharge
(46) Blood Mandate - Damage/Endurance
(46) Blood Mandate - Accuracy/Damage


Level 35: Combat Jumping
(A) Luck of the Gambler - Recharge Speed


Level 38: EM Pulse
(A) Lockdown - Chance for +2 Mag Hold


Level 41: Fissure
(A) Positron's Blast - Accuracy/Damage
(48) Positron's Blast - Damage/Endurance
(48) Positron's Blast - Damage/Recharge
(48) Positron's Blast - Damage/Range
(50) Positron's Blast - Accuracy/Damage/Endurance
(50) Force Feedback - Chance for +Recharge


Level 44: Rock Armor
(A) Luck of the Gambler - Recharge Speed
(50) Luck of the Gambler - Defense/Endurance


Level 47: Earth's Embrace
(A) Regenerative Tissue - +Regeneration


Level 49: Grant Invisibility
(A) Luck of the Gambler - Recharge Speed


------------
Level 1: Brawl
(A) Empty


Level 1: Sprint
(A) Empty


Level 2: Rest
(A) Empty


Level 1: Containment
------------
Set Bonus Totals:
11.5% DamageBuff(Smashing)
11.5% DamageBuff(Lethal)
11.5% DamageBuff(Fire)
11.5% DamageBuff(Cold)
11.5% DamageBuff(Energy)
11.5% DamageBuff(Negative)
11.5% DamageBuff(Toxic)
11.5% DamageBuff(Psionic)
2.5% Defense(Smashing)
2.5% Defense(Lethal)
1.56% Defense(Fire)
1.56% Defense(Cold)
8.44% Defense(Energy)
8.44% Defense(Negative)
3.13% Defense(Psionic)
1.25% Defense(Melee)
5.63% Defense(Ranged)
3.13% Defense(AoE)
0.9% Max End
1.5% Enhancement(JumpSpeed)
82.5% Enhancement(RechargeTime)
1.5% Enhancement(JumpHeight)
3% Enhancement(Stun)
4% Enhancement(Heal)
1.5% Enhancement(FlySpeed)
18% Enhancement(Accuracy)
3% Enhancement(Immobilize)
1.5% Enhancement(RunSpeed)
76.3 HP (7.5%) HitPoints
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Terrorized) 2.2%
20.5% (0.34 End/sec) Recovery
30% (1.27 HP/sec) Regeneration
2.84% Resistance(Fire)
2.84% Resistance(Cold)
5% Resistance(Negative)
1.26% Resistance(Toxic)
1.26% Resistance(Psionic)











Wombat


Mighty Lornac lvl 50 Fire/fire/Flame Blaster
jarlxaz Lvl 50 Claws/regen Scrapper
Beware the Bowtie lvl 50 Dual blades/willpower brute
Static Guardian lvl 50 FF/Elec Defender
and a few others

 

Posted

Quote:
Originally Posted by Jharber View Post
Well, I kinda through this together! I have a lot of frankenslotting :< I know I probably butchered it! Advice would be good! tyvm! I want to solo mainly +0/8 ish ... and I was also trying to get perma AM if possible?


Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Char
  • (A) Paralytic - Accuracy/Hold/Recharge
  • (3) Essence of Curare - Accuracy/Hold/Recharge
  • (3) Essence of Curare - Accuracy/Hold
Level 1: Radiant Aura
  • (A) Harmonized Healing - Heal/Endurance/Recharge
  • (5) Miracle - Heal/Endurance/Recharge
  • (5) Miracle - Heal/Recharge
  • (7) Harmonized Healing - Heal/Endurance
  • (7) Triage - Heal/Endurance/Recharge
Level 2: Radiation Infection
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (9) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (23) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (27) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (27) Dark Watcher's Despair - Chance for Recharge Slow
  • (29) Achilles' Heel - Chance for Res Debuff
Level 4: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (9) Efficacy Adaptor - EndMod/Recharge
  • (11) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (11) Efficacy Adaptor - Accuracy/Recharge
  • (13) Efficacy Adaptor - EndMod/Accuracy
  • (23) Efficacy Adaptor - EndMod/Endurance
Level 6: Hover
  • (A) Flight Speed IO
  • (13) Luck of the Gambler - Recharge Speed
  • (31) Flight Speed IO
Level 8: Hot Feet
  • (A) Pacing of the Turtle - Accuracy/Endurance
  • (19) Pacing of the Turtle - Chance of -Recharge
  • (25) Tempered Readiness - Accuracy/Endurance
  • (25) Tempered Readiness - Endurance/Recharge/Slow
Level 10: Fire Cages
  • (A) Rooting Grasp - Accuracy/Immobilize/Recharge
  • (15) Trap of the Hunter - Immobilize/Accuracy
  • (15) Enfeebled Operation - Accuracy/Immobilize
  • (46) Ragnarok - Chance for Knockdown
Level 12: Flashfire
  • (A) Razzle Dazzle - Accuracy/Stun/Recharge
  • (17) Razzle Dazzle - Accuracy/Recharge
  • (17) Razzle Dazzle - Chance of Immobilize
Level 14: Fly
  • (A) Flight Speed IO
Level 16: Swift
  • (A) Flight Speed IO
Level 18: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (19) Miracle - +Recovery
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (21) Endurance Modification IO
  • (29) Performance Shifter - Chance for +End
Level 22: Enervating Field
  • (A) Endurance Reduction IO
  • (33) Endurance Reduction IO
  • (46) Endurance Reduction IO
Level 24: Hasten
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 26: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 28: Choking Cloud
  • (A) Lockdown - Chance for +2 Mag Hold
  • (31) Neuronic Shutdown - Chance of Damage(Psionic)
  • (31) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (33) Paralytic - Endurance/Hold
  • (33) Essence of Curare - Endurance/Hold
Level 30: Lingering Radiation
  • (A) Pacing of the Turtle - Chance of -Recharge
  • (34) Pacing of the Turtle - Accuracy/Slow
  • (34) Tempered Readiness - Accuracy/Slow
  • (36) Pacing of the Turtle - Endurance/Recharge/Slow
  • (36) Tempered Readiness - Endurance/Recharge/Slow
  • (36) Impeded Swiftness - Endurance/Recharge/Slow
Level 32: Fire Imps
  • (A) Unquestioning Loyalty - Accuracy/Damage
  • (34) Commanding Presence - Accuracy/Damage
  • (37) Brilliant Leadership - Accuracy/Damage
  • (37) Blood Mandate - Accuracy/Damage
  • (37) Sovereign Right - Accuracy/Damage
  • (39) Soulbound Allegiance - Chance for Build Up
Level 35: Smoke
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (39) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (39) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (40) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (40) Dark Watcher's Despair - Chance for Recharge Slow
Level 38: Cinders
  • (A) Ghost Widow's Embrace - Accuracy/Hold/Recharge
  • (40) Essence of Curare - Accuracy/Hold/Recharge
  • (42) Neuronic Shutdown - Accuracy/Hold/Recharge
  • (42) Paralytic - Accuracy/Hold/Recharge
  • (42) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 41: Fissure
  • (A) Force Feedback - Chance for +Recharge
  • (43) Positron's Blast - Damage/Endurance
  • (43) Positron's Blast - Accuracy/Damage
  • (43) Positron's Blast - Accuracy/Damage/Endurance
  • (45) Positron's Blast - Chance of Damage(Energy)
  • (45) Positron's Blast - Damage/Recharge
Level 44: Rock Armor
  • (A) Luck of the Gambler - Recharge Speed
  • (45) Luck of the Gambler - Defense
  • (46) Luck of the Gambler - Defense/Endurance
Level 47: Earth's Embrace
  • (A) Doctored Wounds - Heal
  • (48) Doctored Wounds - Recharge
  • (48) Doctored Wounds - Heal/Endurance/Recharge
  • (50) Doctored Wounds - Heal/Recharge
  • (50) Doctored Wounds - Endurance/Recharge
Level 49: Seismic Smash
  • (A) Crushing Impact - Accuracy/Damage
  • (50) Mako's Bite - Accuracy/Damage
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Empty
Level 1: Containment
You have some significant problems with this build, from my perspective.

Char is a key power. There are a lot of options on how to slot this up, but it should have 6 or at least 5 slots in it. You can either slot it for hold or damage -- or both.

Radiant Aura -- I like 5 Doctored Wounds for the 5% Recharge bonus.

Radiation Infection: Not enough EndRdx. Consider slotting this with 3 Enzyme Hami-Os (ToHitDebuff/DefenseDebuff/EndRdx) and using the other slots in other powers.

Hot Feet is a Damage/Afraid/Slow power that uses a lot of endurance. It is one of the main sources of damage. You haven't slotted any damage enhancements in it. Your goal should be to slot this for Max Damage and EndRdx, with a little Accuracy and a little slow if you can fit it in. I think mine has Scirocco's Acc/Dam/End and Dam/End, Tempered Readiness Dam/Slow and Slow/EndRdx/Rech, an Acc/Dam Hami-O and a common EndRdx.

Fire Cages default slotting is 2 Acc, 1 EndRdx. Its Recharge and Immob duration are nice to enhance but not needed since it already recharges before the immob runs out. It is a good place for damage procs. However, it has a 12 second -knockdown effect -- and you put an expensive and completely wasted Chance for Knockdown proc in it. Trap of the Hunter set is cheap, but the Gravitational Anchor Chance for Hold is wonderful in this power.

Flashfire is a key power and should be 6-slotted up with Acc, Rech and Stun. The Stupify set with a common Recharge in place of the proc is a great option if you can't get the purple set.

Enervating Field: That third EndRdx is only saving you .03 End per second -- that slot can do more good somewhere else . . .

. . . Like in Hasten, where that third slot will help it recharge about 6 seconds faster.

Choking Cloud is a key power for a Fire/Rad, and needs more EndRdx and more Hold -- see my Ill/Rad guide for more details on exactly why, but it makes a BIG difference in the performance of the power. I think EndRdx and Hold shold be capped -- leaving only enough room for the Lockdown Proc and one of the Chance for Psi Damage procs.

Ling Rad is way overslotted. If you have enough global recharge, you can get away with 1 accuracy alone. If not, it needs some accuracy and Recharge, but Slow? You have Fire Cages to lock them in place, so the Slow would have no effect.

Fire Imps: Acc/Dam and Damage from Blood Mandate, Acc/Dam and Acc/Dam/EndRdx from Brilliant Leadership is all you need at a minimum. Add some Recharge to taste. Or if you have access to Hami-O's and you're short on slots, try 3 Acc/Dam Hami-O's. If you want more Global Recharge, go with 4 Expediant Reinforcement, then there are a few options -- add the two triples from Call to Arms, or a Dam/Rech and Chance for Build Up from Soulbound Allegiance, or several other options.

APP sets: Earth is a a good set, even though I prefer the mez protection from Psi. However, Earth's Embrace, while a nice power, isn't needed severely in a character that already has a self-heal. Seismic Smash is badly needed single-target damage with a hold built in, so that should be slotted up more than Earth's Embrace in my opinion.


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

Thanks local, I am going to make these changes you suggested. They are all valid and very very good. Thank you very much!


"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."

 

Posted

Hey, I wipped up something here and tried to keep you epic choice which made the build a bit harder to slot out. I only got you up to about 40+% Ranged defense about 5% short of the cap but it should make you a bit more durable. It still needs some work but it's a lot better.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Ring of Fire

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Damage/Recharge
  • (33) Thunderstrike - Accuracy/Damage/Recharge
  • (33) Thunderstrike - Accuracy/Damage/Endurance
  • (39) Thunderstrike - Damage/Endurance/Recharge
Level 1: Radiant Aura
  • (A) Doctored Wounds - Heal
  • (5) Doctored Wounds - Heal/Endurance
  • (5) Doctored Wounds - Heal/Recharge
  • (7) Doctored Wounds - Heal/Endurance/Recharge
  • (34) Doctored Wounds - Endurance/Recharge
Level 2: Radiation Infection
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (23) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (27) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (29) Achilles' Heel - Chance for Res Debuff
  • (50) Dark Watcher's Despair - Chance for Recharge Slow
Level 4: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (7) Efficacy Adaptor - EndMod/Endurance
  • (9) Efficacy Adaptor - EndMod/Recharge
  • (11) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (11) Efficacy Adaptor - Accuracy/Recharge
  • (13) Efficacy Adaptor - EndMod/Accuracy
Level 6: Combat Jumping
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (9) Luck of the Gambler - Recharge Speed
  • (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 8: Boxing
  • (A) Empty
Level 10: Fire Cages
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (15) Enfeebled Operation - Endurance/Immobilize
  • (15) Enfeebled Operation - Accuracy/Endurance
  • (19) Enfeebled Operation - Immobilize/Range
  • (25) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (25) Enfeebled Operation - Accuracy/Immobilize
Level 12: Flashfire
  • (A) Stupefy - Accuracy/Recharge
  • (13) Stupefy - Endurance/Stun
  • (17) Stupefy - Accuracy/Endurance
  • (17) Stupefy - Stun/Range
  • (39) Stupefy - Accuracy/Stun/Recharge
  • (40) Stupefy - Chance of Knockback
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 16: Swift
  • (A) Run Speed IO
Level 18: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (19) Miracle - +Recovery
  • (50) Miracle - Heal
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (21) Performance Shifter - EndMod/Recharge
  • (21) Performance Shifter - EndMod/Accuracy
  • (29) Performance Shifter - Chance for +End
Level 22: Enervating Field
  • (A) Endurance Reduction IO
Level 24: Hasten
  • (A) Recharge Reduction IO
  • (27) Recharge Reduction IO
Level 26: Tough
  • (A) Impervium Armor - Resistance/Endurance
  • (36) Impervium Armor - Resistance
Level 28: Choking Cloud
  • (A) Lockdown - Accuracy/Recharge
  • (31) Lockdown - Recharge/Hold
  • (31) Lockdown - Accuracy/Hold
  • (33) Lockdown - Endurance/Recharge/Hold
  • (40) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (40) Lockdown - Chance for +2 Mag Hold
Level 30: Lingering Radiation
  • (A) Pacing of the Turtle - Accuracy/Slow
  • (34) Pacing of the Turtle - Endurance/Recharge/Slow
Level 32: Fire Imps
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (34) Expedient Reinforcement - Accuracy/Damage
  • (36) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (37) Expedient Reinforcement - Damage/Endurance
  • (37) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (37) Expedient Reinforcement - Endurance/Damage/Recharge
Level 35: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (36) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Defense/Endurance
Level 38: Cinders
  • (A) Lockdown - Accuracy/Recharge
  • (39) Lockdown - Chance for +2 Mag Hold
  • (42) Lockdown - Recharge/Hold
  • (42) Lockdown - Accuracy/Hold
  • (42) Lockdown - Endurance/Recharge/Hold
  • (43) Lockdown - Accuracy/Endurance/Recharge/Hold
Level 41: Hurl Boulder
  • (A) Thunderstrike - Accuracy/Damage
  • (43) Thunderstrike - Damage/Endurance
  • (45) Thunderstrike - Damage/Recharge
  • (45) Thunderstrike - Accuracy/Damage/Recharge
  • (45) Thunderstrike - Accuracy/Damage/Endurance
  • (46) Thunderstrike - Damage/Endurance/Recharge
Level 44: Seismic Smash
  • (A) Mako's Bite - Accuracy/Damage
  • (46) Mako's Bite - Accuracy/Endurance/Recharge
  • (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (48) Mako's Bite - Damage/Endurance
  • (48) Mako's Bite - Chance of Damage(Lethal)
  • (50) Mako's Bite - Damage/Recharge
Level 47: Earth's Embrace
  • (A) Numina's Convalescence - Heal/Endurance
  • (48) Numina's Convalescence - Heal
Level 49: Rock Armor
  • (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Empty
Level 1: Containment
------------
Set Bonus Totals:
  • 14.5% DamageBuff(Smashing)
  • 14.5% DamageBuff(Lethal)
  • 14.5% DamageBuff(Fire)
  • 14.5% DamageBuff(Cold)
  • 14.5% DamageBuff(Energy)
  • 14.5% DamageBuff(Negative)
  • 14.5% DamageBuff(Toxic)
  • 14.5% DamageBuff(Psionic)
  • 4.06% Defense(Smashing)
  • 4.06% Defense(Lethal)
  • 2.5% Defense(Fire)
  • 2.5% Defense(Cold)
  • 19.4% Defense(Energy)
  • 19.4% Defense(Negative)
  • 4.38% Defense(Melee)
  • 31.3% Defense(Ranged)
  • 5% Defense(AoE)
  • 14% Enhancement(Accuracy)
  • 3% Enhancement(Stun)
  • 5% Enhancement(Held)
  • 4% Enhancement(Heal)
  • 53.8% Enhancement(RechargeTime)
  • 3% Enhancement(Immobilize)
  • 13% FlySpeed
  • 91.6 HP (9%) HitPoints
  • 13% JumpHeight
  • 13% JumpSpeed
  • MezResist(Confused) 2.5%
  • MezResist(Held) 10.2%
  • MezResist(Immobilize) 5.8%
  • MezResist(Sleep) 5.25%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 4.7%
  • 18% (0.3 End/sec) Recovery
  • 42% (1.78 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 11.3% Resistance(Fire)
  • 11.3% Resistance(Cold)
  • 10% Resistance(Energy)
  • 11.9% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 13% RunSpeed



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Posted

OK here is the new build with Local mans suggestions, or close to it? Might not be exact or perfect. Let me know what you think now.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Char

  • (A) Unbreakable Constraint - Hold
  • (3) Unbreakable Constraint - Hold/Recharge
  • (3) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (40) Unbreakable Constraint - Accuracy/Recharge
  • (40) Unbreakable Constraint - Endurance/Hold
Level 1: Radiant Aura
  • (A) Doctored Wounds - Heal
  • (5) Doctored Wounds - Recharge
  • (5) Doctored Wounds - Heal/Endurance/Recharge
  • (7) Doctored Wounds - Heal/Recharge
  • (7) Doctored Wounds - Heal/Endurance
Level 2: Radiation Infection
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (9) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (23) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (27) Touch of Lady Grey - Defense Debuff
  • (27) Touch of Lady Grey - Defense Debuff/Endurance
  • (29) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
Level 4: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (9) Efficacy Adaptor - EndMod/Recharge
  • (11) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (11) Efficacy Adaptor - Accuracy/Recharge
  • (13) Efficacy Adaptor - EndMod/Accuracy
  • (23) Efficacy Adaptor - EndMod/Endurance
Level 6: Hover
  • (A) Kismet - Accuracy +6%
  • (13) Luck of the Gambler - Recharge Speed
  • (31) Flight Speed IO
Level 8: Hot Feet
  • (A) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (15) Scirocco's Dervish - Damage/Endurance
  • (19) Tempered Readiness - Accuracy/Damage/Slow
  • (25) Tempered Readiness - Damage/Slow
  • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (36) Eradication - Accuracy/Damage/Endurance/Recharge
Level 10: Fire Cages
  • (A) Accuracy IO
  • (15) Accuracy IO
  • (25) Endurance Reduction IO
  • (46) Gravitational Anchor - Chance for Hold
Level 12: Flashfire
  • (A) Absolute Amazement - Stun
  • (17) Absolute Amazement - Stun/Recharge
  • (17) Absolute Amazement - Accuracy/Stun/Recharge
  • (31) Absolute Amazement - Accuracy/Recharge
  • (36) Absolute Amazement - Endurance/Stun
  • (36) Ragnarok - Chance for Knockdown
Level 14: Fly
  • (A) Flight Speed IO
  • (42) Winter's Gift - Slow Resistance (20%)
Level 16: Swift
  • (A) Flight Speed IO
Level 18: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (19) Miracle - +Recovery
Level 20: Stamina
  • (A) Performance Shifter - EndMod/Recharge
  • (21) Performance Shifter - EndMod/Accuracy/Recharge
  • (21) Performance Shifter - EndMod
  • (29) Performance Shifter - Chance for +End
Level 22: Enervating Field
  • (A) Endurance Reduction IO
  • (33) Endurance Reduction IO
Level 24: Hasten
  • (A) Recharge Reduction IO
  • (34) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 26: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 28: Choking Cloud
  • (A) Lockdown - Chance for +2 Mag Hold
  • (31) Neuronic Shutdown - Chance of Damage(Psionic)
  • (33) Neuronic Shutdown - Endurance/Hold
  • (33) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (39) Ghost Widow's Embrace - Endurance/Hold
  • (39) Essence of Curare - Endurance/Hold
Level 30: Lingering Radiation
  • (A) Accuracy IO
Level 32: Fire Imps
  • (A) Unquestioning Loyalty - Accuracy/Damage
  • (34) Commanding Presence - Accuracy/Damage
  • (37) Brilliant Leadership - Accuracy/Damage
  • (37) Blood Mandate - Accuracy/Damage
  • (37) Sovereign Right - Accuracy/Damage
  • (39) Soulbound Allegiance - Chance for Build Up
Level 35: Smoke
  • (A) Dark Watcher's Despair - Chance for Recharge Slow
  • (40) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (42) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (42) Dark Watcher's Despair - Recharge/Endurance
Level 38: Cinders
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (45) Basilisk's Gaze - Endurance/Recharge/Hold
  • (46) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (46) Basilisk's Gaze - Recharge/Hold
Level 41: Fissure
  • (A) Force Feedback - Chance for +Recharge
  • (43) Positron's Blast - Damage/Endurance
  • (43) Positron's Blast - Accuracy/Damage
  • (43) Positron's Blast - Accuracy/Damage/Endurance
  • (45) Positron's Blast - Chance of Damage(Energy)
  • (45) Positron's Blast - Damage/Recharge
Level 44: Rock Armor
  • (A) Luck of the Gambler - Recharge Speed
Level 47: Seismic Smash
  • (A) Crushing Impact - Accuracy/Damage
  • (48) Crushing Impact - Accuracy/Damage/Endurance
  • (48) Crushing Impact - Damage/Endurance
  • (50) Crushing Impact - Accuracy/Damage/Recharge
  • (50) Crushing Impact - Damage/Endurance/Recharge
Level 49: Earth's Embrace
  • (A) Healing IO
  • (50) Healing IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Empty
Level 1: Containment


"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."

 

Posted

I updated my build. With RI running you should be soft capped for ranged def. So when on a single target you should be hard to kill and this rig might be good enough to solo a few AVs. I don't see any of the other builds on this page being able to do this cause you will take too much incoming damage.


 

Posted

Quote:
OK here is the new build with Local mans suggestions, or close to it? Might not be exact or perfect. Let me know what you think now.
It looks like you're going for +rech and defense with that build. If you're willing to spend the money (looks that way since you have lots of purples and uniques in the build), this build is drastically better.

It will soft cap smashing and lethal defense (46.3%) and still give you more recharge then your current build (86.3%). I run my Fire Rad on Justice with this build and it rocks.


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@Ra Ra

 

Posted

OK I updated the build one last time. I increased the recharge, regen and recovery. As I look at it you could move the second slot in LR over the Hasten since LR is pretty Gimped now as it is.

Like I mentioned above I do see this version as being at least somewhat AV solo worthy but cant say for sure until you do some testing. I am guessing it will be a bit end challenged but you could load out on end insp or just be very careful on the attack rate.

Good luck and peace!


 

Posted

Taking your lastest build, I have made a few changes. Keep in mind, this is based upon the choices I would make starting with your build -- others don't have the same priorities. I like to max out EndRdx in both Choking Cloud and Hot Feet because I run almost all the time.

I took out that Ragnarok Chance for Knockdown -- That proc would be nice for a melee fighter, but where you will probably be using Fire Cages a lot, negating any knockdown, it is a waste. Even without it, this is an outrageously expensive build with several purple sets and three LotG Recharge IOs in it.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Jharbor Fire/Rad: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(13), UbrkCons-Dam%(40)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx(7)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(9), DarkWD-ToHitdeb/Rchg/EndRdx(23), LdyGrey-DefDeb(27), LdyGrey-DefDeb/EndRdx(27), LdyGrey-DefDeb/Rchg/EndRdx(29)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(11), Efficacy-EndMod/Acc(13), Efficacy-EndMod/EndRdx(23)
Level 6: Hover -- LkGmblr-Rchg+(A)
Level 8: Hot Feet -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(15), TmpRdns-EndRdx/Rchg/Slow(19), TmpRdns-Dmg/Slow(25), Oblit-Acc/Dmg/EndRdx/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(36)
Level 10: Fire Cages -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Acc/Rchg(15), GravAnch-Immob/EndRdx(25), GravAnch-Immob/Rchg(42), Enf'dOp-Acc/EndRdx(42), GravAnch-Hold%(46)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(17), Amaze-Acc/Stun/Rchg(17), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(36), Stpfy-Acc/Rchg(36)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(42)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 20: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod(21), P'Shift-End%(29)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(33)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(40)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
Level 28: Choking Cloud -- Lock-%Hold(A), NrncSD-Dam%(31), UbrkCons-EndRdx/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(33), G'Wdw-EndRdx/Hold(39), EoCur-EndRdx/Hold(39)
Level 30: Lingering Radiation -- Acc-I(A)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(34), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(37), S'bndAl-Dmg/Rchg(37), S'bndAl-Build%(39)
Level 35: Smoke -- DarkWD-Slow%(A)
Level 38: Cinders -- BasGaze-Acc/Hold(A), G'Wdw-Acc/Hold/Rchg(40), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(46), BasGaze-Rchg/Hold(46)
Level 41: Fissure -- FrcFbk-Rechg%(A), Posi-Dmg/EndRdx(43), Posi-Acc/Dmg(43), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(45), Posi-Dmg/Rchg(45)
Level 44: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
Level 47: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(50), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 49: Earth's Embrace -- Numna-Heal(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Containment



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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

Can't get the DataLink to work on that last build...


 

Posted

Quote:
Originally Posted by DarkInvado View Post
Can't get the DataLink to work on that last build...

Edited it to add the data chunk. Don't know why it didn't work.

My build doesn't have near the defense, but frankly, I don't think that with added control and a heal, you need as much defense.


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
Edited it to add the data chunk. Don't know why it didn't work.

My build doesn't have near the defense, but frankly, I don't think that with added control and a heal, you need as much defense.
Frankly, I dont see the point of not soft capping it when your build has only 1.2% more recharge and .07% more end recovery. Added control? You have Cinders with it's great super long recharge.

There's absolutely nothing wrong with Local Man's build, it's a very good build. However, if you're going to spend the money and go the Stone epic (defense route), you might as well get soft cap and about the same recharge.


@Ra Ra

 

Posted

No, I have not taken the time or earned and spent the infl to softcap my Fire/Rad. I have softcapped my BS/Shield scrapper, and I know how nice it is on that character. Of course, it is much, much easier and cheaper to softcap a scrapper than a controller.

My opinion is that I would have to make too many sacrifices on my character to softcap. I like the flexibility of being able to do a lot of things. In your build, you skipped out on Cinders, Bonfire and EM Pulse, all of which I like and use a lot. I feel that an AoE hold like Cinders and EM Pulse are a big part of being a controller. To me, being a controller is not just about my survivability, it is about providing control for the team. And I love having Bonfire for certain situations where it is the best tool for the job.

If I faceplant a few more times -- eh, paying off debt is easy, and I don't even have to pay attention to debt at level 50. But preventing a teamwipe, or having the right tool to allow us to prevail in a tough situation? Yeah, that's worth not having a softcapped build.

Now was the build I posted anything like what I would use? No. I just took his build and made a few changes within the scope of what he was trying to do. It was more to demonstrate powers that I felt needed to be enhanced differently, like Fire Imps.

While some of the "overall" numbers were not significantly different, the slotting of individual powers were better. Take for example, Fire Imps. By slotting up for Recharge while getting capped damage and good accuracy, those Imps can be re-cast far more often. We all know that one, two or all three imps get killed off on a regular basis, and I feel that slotting up Recharge is helpful -- not essential, but helpful.

And Choking Cloud -- I explain in my Ill/Rad guide why slotting Choking Cloud up for max hold can make a difference in the effectiveness of the power. When the duration of the hold lasts through three pulses instead of two, then more foes are held due to the odd way that CC's hold is applied.

In the end, it is a simple matter of preference. I like my controllers to be oriented more for control and flexibility. I'm not saying that capping defense is bad at all, just a matter of a different preference.


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

Why the accuracy concern in Fire Imps? According to the detailed description on the tooltip they have an accuracy of 2.00. If I understand that correctly that means they are already at the wall with accuracy. I used to have an accuracy in mine, but when I replaced it with a recharge reducer and watched them, they really don't seem to miss very often.

I'm also wondering about choking cloud. I skipped it, it drinks endurance and only works on minions that are close to you. I prefer flashfire/fire cages or cinders which can all be cast at range. EM Pulse is nice as a failsafe, and once you get things locked down you can usually use char to keep them that way while hotfeet and the imps take them down. In a worst case Bonfire will work on everything that is getting too close to you.

I do like choking cloud for defenders, but they don't have the controls fire control gives you.


 

Posted

Quote:
Originally Posted by SolarEagle View Post
Why the accuracy concern in Fire Imps? According to the detailed description on the tooltip they have an accuracy of 2.00. If I understand that correctly that means they are already at the wall with accuracy. I used to have an accuracy in mine, but when I replaced it with a recharge reducer and watched them, they really don't seem to miss very often.

I'm also wondering about choking cloud. I skipped it, it drinks endurance and only works on minions that are close to you. I prefer flashfire/fire cages or cinders which can all be cast at range. EM Pulse is nice as a failsafe, and once you get things locked down you can usually use char to keep them that way while hotfeet and the imps take them down. In a worst case Bonfire will work on everything that is getting too close to you.

I do like choking cloud for defenders, but they don't have the controls fire control gives you.
While I agree that Imps do not need huge amounts of Accuracy, you need to remember that the Imps are one level lower than you are. Even with high accuracy, they may have trouble hitting higher level foes.

On Choking Cloud: I had tried this power on my Ill/Rad and hated it. But on a Fire/Rad, it is wonderful. Flashfire+Fire Cages and Cinders are both "one-shot" holds. CC is a toggle hold with an odd mechanic that causes it to often take a few seconds for it to hit, but it usually lasts long enough to allow Hot Feet to take down the foes (with containment, of course). My Ill/Rad guide explains the mechanics.

What makes it so good with Fire/Rad is the interaction with Hot Feet. Hot Feet has the combination of Damage/Afraid/Slow. That means that when you run in and get foes in range, Hot Feet begins doing damage, but the foes will often take an initial attack and then try to run away slowly. Because Choking Cloud takes a few seconds to hit, it is a good idea (but not necessary) to have some other kind of distraction (like a tank) or control (Flashfire+Fire Cages or Cinders) to keep the foes from taking initial shots at the controller, but once you run in with CC+HF going, it becomes very effective. Any foes not controlled will try to slowly run out of the area, giving Choking Cloud more time to hit. Any foes hit will just stand there, choking and taking damage (with a 75% chance of containment).

Part of what makes this combo so good is that it works great on fast moving teams, where Flashfire and Cinders haven't had time to recharge. On a good team, the tank runs in to grab initial aggro. A Fire/Rad can then run in, stand there and Char anything that moves. After a few seconds, pretty much everything is held and their health is chipping away. The Imps come in to finish the job. While the Fire/Rad is cleaning up the remaining foes, the tank can go on to the next group, helping the team to wipe out groups faster.

Choking Cloud has a 90% chance of getting at least a Mag 1 hold on foes in range. While this is worthless on its own, it allows you to hold a boss with a single application of Char. And it has a pretty good chance of holding minions and Lts over time. Yes, it uses a lot of endurance, which is why I recommend that CC be 6-slotted with max EndRdx and Hold. Don't take it unless you plan to fully slot it. With IOs, you can "frankenslot" to fit in the Lockdown +2 Mag proc (which is wonderful in this power) and a damage proc, and still have max slotted EndRdx and Hold.

Choking Cloud is a key power on my Fire/Rad. It works great solo and on teams. And if you have ever seen a full team of Fire/Rads running Choking Cloud + Hot Feet, you will see a team that simply melts all opposition.


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 feel that an AoE hold like Cinders and EM Pulse are a big part of being a controller. To me, being a controller is not just about my survivability, it is about providing control for the team. And I love having Bonfire for certain situations where it is the best tool for the job.
I will agree with you on EM Pulse for added control on an illusion rad. Due to the set's lack of AOE controls, I have that power slotted up on my ill rad. However, with Fire Cages, Flashfire, Choking Cloud, I skipped it on the Fire Rad. Lastly, I also skipped Cinders due to the long recharge. It's only up every 3 mobs or so. Every 5 if you're on a good team.

To each his own and you really can't go wrong with either route. Fire Rads are fun solo or with a team.


@Ra Ra

 

Posted

This is my fire/rad... I use her to farm freaks, demons and battle maiden. 8man spawn @ +3

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Neutrina Pyrotica: Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Fire Mastery

Hero Profile:
------------
Level 1: Ring of Fire
(A) Enfeebled Operation - Accuracy/Immobilize: Level 50
(7) Enfeebled Operation - Endurance/Immobilize: Level 50
(17) Enfeebled Operation - Accuracy/Endurance: Level 50
(23) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50


Level 1: Radiant Aura
(A) Doctored Wounds - Heal/Endurance: Level 50
(7) Doctored Wounds - Endurance/Recharge: Level 50
(9) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(9) Doctored Wounds - Heal/Recharge: Level 50


Level 2: Fire Cages
(A) Enfeebled Operation - Accuracy/Immobilize: Level 50
(11) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
(11) Enfeebled Operation - Endurance/Immobilize: Level 50
(13) Enfeebled Operation - Accuracy/Endurance: Level 50


Level 4: Radiation Infection
(A) HamiO:Enzyme Exposure
(5) HamiO:Enzyme Exposure
(5) HamiO:Enzyme Exposure


Level 6: Accelerate Metabolism
(A) Recharge Reduction IO: Level 50
(15) Recharge Reduction IO: Level 50
(25) Endurance Modification IO: Level 50
(33) Endurance Modification IO: Level 50


Level 8: Hot Feet
(A) Armageddon - Chance for Fire Damage: Level 50
(15) Eradication - Chance for Energy Damage: Level 30
(17) Obliteration - Chance for Smashing Damage: Level 50
(19) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
(19) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
(21) Multi Strike - Accuracy/Damage/Endurance: Level 50


Level 10: Enervating Field
(A) Endurance Reduction IO: Level 50
(21) Endurance Reduction IO: Level 50


Level 12: Hasten
(A) Recharge Reduction IO: Level 50
(13) Recharge Reduction IO: Level 50


Level 14: Super Speed
(A) Celerity - Endurance: Level 50
(34) Celerity - +Stealth: Level 50


Level 16: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50
(34) Karma - Knockback Protection: Level 30


Level 18: Hurdle
(A) Jumping IO: Level 50


Level 20: Health
(A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
(33) Miracle - +Recovery: Level 40
(34) Regenerative Tissue - +Regeneration: Level 30


Level 22: Stamina
(A) Endurance Modification IO: Level 50
(23) Endurance Modification IO: Level 50
(25) Performance Shifter - Chance for +End: Level 50


Level 24: Kick
(A) Kinetic Combat - Accuracy/Damage: Level 35
(31) Kinetic Combat - Damage/Endurance: Level 35
(31) Kinetic Combat - Damage/Recharge: Level 35
(31) Kinetic Combat - Damage/Endurance/Recharge: Level 35


Level 26: Tough
(A) Reactive Armor - Endurance: Level 40
(27) Reactive Armor - Resistance: Level 40
(27) Reactive Armor - Resistance/Endurance: Level 40
(29) Reactive Armor - Resistance/Endurance/Recharge: Level 40


Level 28: Weave
(A) Luck of the Gambler - Recharge Speed: Level 50
(29) HamiO:Cytoskeleton Exposure


Level 30: Flashfire
(A) Absolute Amazement - Stun: Level 50
(36) Absolute Amazement - Stun/Recharge: Level 50
(36) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
(36) Absolute Amazement - Accuracy/Recharge: Level 50
(37) Absolute Amazement - Endurance/Stun: Level 50


Level 32: Choking Cloud
(A) Unbreakable Constraint - Chance for Smashing Damage: Level 50
(39) Neuronic Shutdown - Chance of Damage(Psionic): Level 30
(39) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 50
(40) Gladiator's Net - Chance of Damage(Lethal): Level 50
(40) Endurance Reduction IO: Level 50
(40) Endurance Reduction IO: Level 50


Level 35: Flurry
(A) Kinetic Combat - Accuracy/Damage: Level 35
(37) Kinetic Combat - Damage/Endurance: Level 35
(37) Kinetic Combat - Damage/Recharge: Level 35
(39) Kinetic Combat - Damage/Endurance/Recharge: Level 35


Level 38: Fire Imps
(A) Call to Arms - Defense Bonus Aura for Pets: Level 30
(42) Edict of the Master - Defense Bonus: Level 40
(42) Soulbound Allegiance - Damage/Recharge: Level 50
(42) Soulbound Allegiance - Damage/Endurance: Level 50
(43) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
(43) Soulbound Allegiance - Accuracy/Recharge: Level 50


Level 41: Fire Ball
(A) Ragnarok - Damage: Level 50
(43) Ragnarok - Damage/Recharge: Level 50
(45) Ragnarok - Accuracy/Damage/Recharge: Level 50
(45) Ragnarok - Damage/Endurance: Level 50
(45) Ragnarok - Accuracy/Recharge: Level 50


Level 44: Fire Shield
(A) Reactive Armor - Endurance: Level 40
(46) Reactive Armor - Resistance: Level 40
(46) Reactive Armor - Resistance/Endurance: Level 40
(46) Reactive Armor - Resistance/Endurance/Recharge: Level 40
(50) Steadfast Protection - Resistance/+Def 3%: Level 30
(50) Steadfast Protection - Knockback Protection: Level 30


Level 47: Boxing
(A) Kinetic Combat - Accuracy/Damage: Level 35
(48) Kinetic Combat - Damage/Endurance: Level 35
(48) Kinetic Combat - Damage/Recharge: Level 35
(48) Kinetic Combat - Damage/Endurance/Recharge: Level 35


Level 49: Lingering Radiation
(A) Accuracy IO: Level 50
(50) Recharge Reduction IO: Level 50


------------
Level 1: Brawl
(A) Kinetic Combat - Accuracy/Damage: Level 35
(3) Kinetic Combat - Damage/Endurance/Recharge: Level 35
(3) Kinetic Combat - Damage/Recharge: Level 35
(33) Kinetic Combat - Damage/Endurance: Level 35


Level 1: Sprint
(A) Jumping IO: Level 50


Level 2: Rest
(A) Recharge Reduction IO: Level 50


Level 1: Containment
------------
Set Bonus Totals:
4% DamageBuff(Smashing)
4% DamageBuff(Lethal)
4% DamageBuff(Fire)
4% DamageBuff(Cold)
4% DamageBuff(Energy)
4% DamageBuff(Negative)
4% DamageBuff(Toxic)
4% DamageBuff(Psionic)
10% Defense
25.5% Defense(Smashing)
25.5% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
5.5% Defense(Energy)
5.5% Defense(Negative)
3% Defense(Psionic)
14.3% Defense(Melee)
4.25% Defense(Ranged)
3% Defense(AoE)
35% Enhancement(RechargeTime)
4% Enhancement(Heal)
6% Enhancement(Immobilize)
30% Enhancement(Accuracy)
91.6 HP (9%) HitPoints
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Immobilize) 15.4%
MezResist(Terrorized) 2.2%
9.5% (0.16 End/sec) Recovery
26% (1.1 HP/sec) Regeneration
6.3% Resistance(Fire)
6.3% Resistance(Cold)
3.75% Resistance(Negative)



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Posted

Local Man is usually spot-on with his feedback, so I'll just second most if not all of what he said. One thing i notice missing is any kind of Knockback protection. I would highly recommend sneaking one it hover or CJ. It can be a lifesaver.

I'm one of the rare fans of Smoke, but its -tohit is pretty minor, especially compared to RI. One slot is plenty. It's real strength is the -percep that can help manage tightly packed spawns and adventurous imps.


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

 

Posted

I'd also like to point out a minor squabble: if you're dutiful in getting your +HP accolades, you don't need a heal IO in Earth's Embrace. Give it a recharge. Better yet, give it three.