Another request for build advice on fire/rad/stone


ArcWeld

 

Posted

I've perused the various posts and thanks to a nice PM response from Local_Man I think I'm ready to have my build looked at. I am an old returning player and don't have a lot of cash at present. I'm hoping to use this toon for rectifying that somewhat.

Is this a functional build for large spawn groups?


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Dusky - Farm 2: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Concealment
Power Pool: Teleportation
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char -- HO:Nucle(A), HO:Perox(3), HO:Perox(5), HO:Endo(7), RechRdx-I(23), RechRdx-I(27)
Level 1: Radiant Aura -- Mrcl-Heal(A), Mrcl-Heal/Rchg(3), Numna-Heal(5), Numna-Heal/Rchg(7)
Level 2: Fire Cages -- TotHntr-Acc/Rchg(A), TotHntr-Immob/Acc(9), TotHntr-Acc/Immob/Rchg(13), TotHntr-Dam%(13), TotHntr-Acc/EndRdx(15), GravAnch-Hold%(27)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(11), Efficacy-EndMod/EndRdx(15), RechRdx-I(39)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(23)
Level 8: Radiation Infection -- HO:Enzym(A), HO:Enzym(29), EndRdx-I(34)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(34)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(17), Stpfy-EndRdx/Stun(17), Stpfy-Acc/EndRdx(19), Stpfy-Stun/Rng(29), RechRdx-I(37)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(31)
Level 22: Cinders -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-%Hold(25), Lock-Acc/Rchg(25), HO:Endo(43), RechRdx-I(43), Hold-I(43)
Level 24: Stealth -- HO:Cyto(A)
Level 26: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-EndRdx/Rchg/Slow(46), TmpRdns-Acc/EndRdx(46)
Level 28: Hot Feet -- TmpRdns-Dmg/Slow(A), TmpRdns-Acc/Dmg/Slow(31), C'ngBlow-Acc/Dmg(34), C'ngBlow-Dmg/EndRdx(36), TmpRdns-Acc/EndRdx(37), EndRdx-I(39)
Level 30: Choking Cloud -- Lock-%Hold(A), Lock-Acc/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(36), G'Wdw-EndRdx/Hold(36), EoCur-Acc/Hold(37), EndRdx-I(39)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(33), BriL'shp-Dmg(33), BriL'shp-Acc(33)
Level 35: Recall Friend -- EndRdx-I(A)
Level 38: EM Pulse -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(40), Acc-I(40), Hold-I(50)
Level 41: Fissure -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(42), FrcFbk-Dmg/EndRdx/KB(42), FrcFbk-Rchg/EndRdx(42), FrcFbk-Rechg%(46), Dmg-I(50)
Level 44: Rock Armor -- Krma-ResKB(A), RedFtn-Def/EndRdx(45), RedFtn-Def(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-EndRdx(50)
Level 47: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/Rchg(48)
Level 49: Mutation -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:

  • 16% DamageBuff(Smashing)
  • 16% DamageBuff(Lethal)
  • 16% DamageBuff(Fire)
  • 16% DamageBuff(Cold)
  • 16% DamageBuff(Energy)
  • 16% DamageBuff(Negative)
  • 16% DamageBuff(Toxic)
  • 16% DamageBuff(Psionic)
  • 7.5% Enhancement(Held)
  • 3% Enhancement(Stun)
  • 3% Enhancement(RunSpeed)
  • 3% Enhancement(FlySpeed)
  • 3% Enhancement(JumpHeight)
  • 3% Enhancement(JumpSpeed)
  • 6.25% Enhancement(RechargeTime)
  • 5% Enhancement(Immobilize)
  • 16% Enhancement(Accuracy)
  • 10% FlySpeed
  • 80.1 HP (7.88%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 4.4%
  • MezResist(Terrorized) 2.75%
  • 14.5% (0.24 End/sec) Recovery
  • 36% (1.53 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 10% RunSpeed
------------
Set Bonuses:
Miracle
(Radiant Aura)
  • 2.5% (0.04 End/sec) Recovery
Numina's Convalescence
(Radiant Aura)
  • 12% (0.51 HP/sec) Regeneration
Trap of the Hunter
(Fire Cages)
  • 5% Enhancement(Immobilize)
  • 19.1 HP (1.88%) HitPoints
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
Efficacy Adaptor
(Accelerate Metabolism)
  • 11.4 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
Stupefy
(Flashfire)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Lockdown
(Cinders)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
Tempered Readiness
(Lingering Radiation)
  • 1.5% (0.03 End/sec) Recovery
  • 1.5% Enhancement(Slow)
Tempered Readiness
(Hot Feet)
  • 1.5% (0.03 End/sec) Recovery
  • 1.5% Enhancement(Slow)
Cleaving Blow
(Hot Feet)
  • 1% (0.02 End/sec) Recovery
Lockdown
(Choking Cloud)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
Blood Mandate
(Fire Imps)
  • 1.5% (0.03 End/sec) Recovery
Brilliant Leadership
(Fire Imps)
  • 4% (0.17 HP/sec) Regeneration
Lockdown
(EM Pulse)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
Force Feedback
(Fissure)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • MezResist(Terrorized) 2.75%
  • 10% (0.42 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
Karma
(Rock Armor)
  • Knockback Protection (Mag -4)
Red Fortune
(Rock Armor)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
Crushing Impact
(Seismic Smash)
  • MezResist(Immobilize) 2.2%
  • 11.4 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)



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A computer lets you make more mistakes faster than any invention in human history--with the possible exceptions of handguns and tequila. -Mitch Ratliffe, Technology Review, April, 1992

 

Posted

Off topic: Ice/Storm > Fire/Rad - Slot that one instead!!

Back on topic:

The build looks OK. Even a SO'd fire/rad can handle large spawns. The only problem -imo- is that you're mixing way too many bonuses: +dmg, +hp, +endrecovery, +enhancedhold and +regen.

Try and focus on 2 main bonuses (say, endurance recovery and recharge) and then find the sets that might give you a decent 3rd bonus (eg: +hp). +Dmg and +HoldDuration are useless to a fire/rad. Yes, +dmg is nice but you already ditch a LOT of damage after setting containment. And hold duration is not really an issue since most mobs should be dead in a few seconds.

Also keep in mind that having +endrecovery bonuses is good but slotting you're spammable powers (eg: fire cages) for endurance reduction helps just as much. So you might want to consider dropping that damage proc on Fire Cages and put an Endurance Reduction IO or Immob/End, Acc/End.

I would also get rid of the Lockdown +2 Mag Hold - it really is not worth it. Actually, I don't like that Set at all, but I guess it's a matter of taste.

As for Fissure, slotting Force of Feedback will turn the Knockdown into KnockBACK. It's not much of an issue if the mobs are immobilized since it negates KB - just giving a heads up.

I'm not sure if a mag 4 knockback protection will give you any protection at all so you might want to put a 5th red fortune on Rock Armour instead. I could be wrong tho, but I believe mag 8 is the minimum to get it to work decently.

And that's it... I'm just pointing out those that I consider to be the critical points. Other than that, your build should work fine until you get some more inf going.

PS: Remember, storm > rad any day.

EDIT: Just noticed the name of your toon. If this is a farm build, then I doubt it's viable at all.


@False Fiction - Virtue / Defiant

Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]

 

Posted

There's a lot of expensive stuff in there, I'm assuming you have the hami-io's already? Numina's and Miracles are pretty expensive as well.

I like enfeebled operation in Fire Cages with rock armor, it adds 4% s/l defense to rock armor. Though the chance of hold proc is nice as well.

You can remove taking the stealth power and add a stealth io to superspeed or sprint (sprint takes jump and run stealth ios) for full pve invis and save a power.

The slow enhances in hotfeet may not be needed, since if things are immobilized anyway (with cages) none of that does anything

I like 4 expedient reinforcements sets in imps since it requires less waiting when one of them inevitably dies

Fissure: It's knockback really doesn't need to be modified, out of the box it just does knockup. Your enhancements will actually knock them back which is mostly seen as bad.


 

Posted

Quote:
Originally Posted by False_Fiction_EU View Post

Also keep in mind that having +endrecovery bonuses is good but slotting you're spammable powers (eg: fire cages) for endurance reduction helps just as much. So you might want to consider dropping that damage proc on Fire Cages and put an Endurance Reduction IO or Immob/End, Acc/End.
I don't agree with that. Fire/Rad relies on some very hungry toggles (HF + CC) so the more you can offset that expensive drain, the better.

Quote:
Originally Posted by False_Fiction_EU View Post
I would also get rid of the Lockdown +2 Mag Hold - it really is not worth it. Actually, I don't like that Set at all, but I guess it's a matter of taste.
I REALLY don't agree with that. The Lockdown and GravAnchor Chance to hold procs are golden. The more of them you can sneak in, the better, imho.

Quote:
Originally Posted by False_Fiction_EU View Post
I'm not sure if a mag 4 knockback protection will give you any protection at all so you might want to put a 5th red fortune on Rock Armour instead. I could be wrong tho, but I believe mag 8 is the minimum to get it to work decently.
Mag 4 will be a huge help (sorry to keep picking on you, False Fiction!), especially if you're spending a lot of time right in the thick of things. You still might get knocked back once in a long while, but it will be rare enough to be a surprise rather than an inconvenience.

Quote:
Originally Posted by False_Fiction_EU View Post
PS: Remember, storm > rad any day.
Storm is cute and all, but at the end of the day, it's Rad that gets the job done. When's the last time you were on a team and someone said "Wow, we need to get us a /storm"?


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

 

Posted

Quote:
Originally Posted by False_Fiction_EU View Post
Off topic: Ice/Storm > Fire/Rad - Slot that one instead!!
Yeah my ice/storm is my first toon and my first love. Sadly I just don't see it doing well at farming no matter how I slot it.

Quote:
Originally Posted by False_Fiction_EU View Post
Try and focus on 2 main bonuses (say, endurance recovery and recharge) and then find the sets that might give you a decent 3rd bonus (eg: +hp). +Dmg and +HoldDuration are useless to a fire/rad. Yes, +dmg is nice but you already ditch a LOT of damage after setting containment. And hold duration is not really an issue since most mobs should be dead in a few seconds.
A lot of my IOs are budget driven. I just figured better scattered useful bonues than a lot of useless ones.

Quote:
Originally Posted by False_Fiction_EU View Post
Also keep in mind that having +endrecovery bonuses is good but slotting you're spammable powers (eg: fire cages) for endurance reduction helps just as much. So you might want to consider dropping that damage proc on Fire Cages and put an Endurance Reduction IO or Immob/End, Acc/End.
Good point. I'll adjust that.

Quote:
Originally Posted by False_Fiction_EU View Post
I would also get rid of the Lockdown +2 Mag Hold - it really is not worth it. Actually, I don't like that Set at all, but I guess it's a matter of taste.
As opposed to some of my other options I like that set. :P

Quote:
Originally Posted by False_Fiction_EU View Post
As for Fissure, slotting Force of Feedback will turn the Knockdown into KnockBACK. It's not much of an issue if the mobs are immobilized since it negates KB - just giving a heads up.
I didn't realize that, thanks. I was just looking for something affordable and Force of Feedback has good set bonuses and is cheap.

Quote:
Originally Posted by False_Fiction_EU View Post
I'm not sure if a mag 4 knockback protection will give you any protection at all so you might want to put a 5th red fortune on Rock Armour instead. I could be wrong tho, but I believe mag 8 is the minimum to get it to work decently.
If it just minimizes some of the knockback that'll be good enough for me for now.

Quote:
Originally Posted by False_Fiction_EU View Post
PS: Remember, storm > rad any day.
On teams or with a semi decent tank I'll agree with you.

Quote:
Originally Posted by False_Fiction_EU View Post
EDIT: Just noticed the name of your toon. If this is a farm build, then I doubt it's viable at all.
Yeah I don't expect to be a real "farm build" I just figure it might be a functional starting point to start building from with my budget.


A computer lets you make more mistakes faster than any invention in human history--with the possible exceptions of handguns and tequila. -Mitch Ratliffe, Technology Review, April, 1992

 

Posted

Quote:
Originally Posted by ArcWeld View Post
There's a lot of expensive stuff in there, I'm assuming you have the hami-io's already? Numina's and Miracles are pretty expensive as well.
I do have a bunch of Hami-O's around from the old pre crafting days. I only included things like that Grav Anchor and the Numina/Miracle sets for long term planning purposes. I'll probably use the Doctored Wounds set for now. I got lots of those already.

Quote:
Originally Posted by ArcWeld View Post
I like enfeebled operation in Fire Cages with rock armor, it adds 4% s/l defense to rock armor. Though the chance of hold proc is nice as well.
Quote:
Originally Posted by ArcWeld View Post
You can remove taking the stealth power and add a stealth io to superspeed or sprint (sprint takes jump and run stealth ios) for full pve invis and save a power.
Those are out of my price range so I figured on respecing out of it when I can afford one.

Quote:
Originally Posted by ArcWeld View Post
The slow enhances in hotfeet may not be needed, since if things are immobilized anyway (with cages) none of that does anything
I was actually doing those for the 1% recovery bonus and because they're cheap. That's a good point though.

Quote:
Originally Posted by ArcWeld View Post
I like 4 expedient reinforcements sets in imps since it requires less waiting when one of them inevitably dies
I'll check them. I just assumed out of my price range for now.

Quote:
Originally Posted by ArcWeld View Post
Fissure: It's knockback really doesn't need to be modified, out of the box it just does knockup. Your enhancements will actually knock them back which is mostly seen as bad.
Noted. I'll probably swap those for standard acc/dam/rech IOs.


A computer lets you make more mistakes faster than any invention in human history--with the possible exceptions of handguns and tequila. -Mitch Ratliffe, Technology Review, April, 1992

 

Posted

Mag 4 kb protection is plenty enough.


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

 

Posted

Quote:
Originally Posted by MaHaBone23 View Post
I don't agree with that. Fire/Rad relies on some very hungry toggles (HF + CC) so the more you can offset that expensive drain, the better.



I REALLY don't agree with that. The Lockdown and GravAnchor Chance to hold procs are golden. The more of them you can sneak in, the better, imho.



Mag 4 will be a huge help (sorry to keep picking on you, False Fiction!), especially if you're spending a lot of time right in the thick of things. You still might get knocked back once in a long while, but it will be rare enough to be a surprise rather than an inconvenience.



Storm is cute and all, but at the end of the day, it's Rad that gets the job done. When's the last time you were on a team and someone said "Wow, we need to get us a /storm"?
I really don't mind - it's your opinion. Anyway, when I mentioned +endrecovery vs endreduction I was just giving Fire Cages as an example as its endcost per activation is quite noticeable. Obviously, rad toggles should also be slotted with endreds as should hotfeet and chocking cloud.

As for Lockdown proc, I was referring to the ones in both PbAoE click holds. Unproc'ed cinders + char on boss(es) works just fine. I understand that chocking cloud might be a different case.

Grav Anchor proc IS awesome - nothing to discuss here.

Regarding mag 4 KB protection, I just really can't agree with you lot. It is not enough in my experience and definitely not for a fire/rad who spends a lot of time in melee. KB/KD will kill you.


@False Fiction - Virtue / Defiant

Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]

 

Posted

Quote:
Originally Posted by False_Fiction_EU View Post
I really don't mind - it's your opinion. Anyway, when I mentioned +endrecovery vs endreduction I was just giving Fire Cages as an example as its endcost per activation is quite noticeable. Obviously, rad toggles should also be slotted with endreds as should hotfeet and chocking cloud.
Ah I see. I read your post too quickly. Yeah, an End Red in Cages would be a pretty good idea, especially considering how fast you can spam it.

Quote:
Originally Posted by False_Fiction_EU View Post
As for Lockdown proc, I was referring to the ones in both PbAoE click holds. Unproc'ed cinders + char on boss(es) works just fine.
Unprocced they work just fine. Proc'ed, they will lock down bosses, the bosses kids, lawyers, bank accounts, and ruin their credit ratings. My Fire/Rad has 100% defense against bosses spasming in little lightning bubbles. The question is to you want them to work well or work OMFG NOBODY MOVE!!!


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

 

Posted

I can't think of the last time my fire/kin was kb/kd and she only has Mag4 kb protection and she stays in melee.


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

 

Posted

Quote:
Originally Posted by MentalMaden View Post
I can't think of the last time my fire/kin was kb/kd and she only has Mag4 kb protection and she stays in melee.
Same. Warwolves, I think went you have a whole pack of them all up in your grill, can stack enough KB to toss my Frad. Not much else shy of a GM in melee range.


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

 

Posted

Plus, they gotta hit you to KB you. Most good Fire/rad builds stack a bit of def to S/L or melee to get close to the def cap while standing in piles of foes waiting for them to melt from hotfeet/cloud.

So, 4 mag KB protection is plenty for me.


 

Posted

Quote:
Originally Posted by False_Fiction_EU View Post
Off topic: Ice/Storm > Fire/Rad - Slot that one instead!!

PS: Remember, storm > rad any day.

EDIT: Just noticed the name of your toon. If this is a farm build, then I doubt it's viable at all.
Ha!

Ice/Storm is so slow compared to fire/rad its not even a comparison...

Ice/Storm may be fun, but if were talking generating huge piles of fake income...fire/rad wins on any day ending in the letter Y.

Plus its hard to be a bad /Rad, but its pretty easy to be an annoyingly bad /Storm.


 

Posted

I wasn't questioning fire/rads ability to farm - it's obviously way faster than Ice. I do like rads, I've played my share and they are useful alright - but so are storms. We lack -regen and heal, but we do compensate with extra damage and slows (not so useful vs AV's, but it's quite handy vs regular spawns). Not to mention that FR > IR and RI imo.

Long story short, I prefer playing storm over rad because it makes me feel more active and it doesn't make me fall asleep.

Shun the storm haters! Shuuuuuuuuuuun

EDIT: I'll try and avoid turning this topic into rad v storm discussion! More Fire/rad/stone builds, says I.


@False Fiction - Virtue / Defiant

Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]

 

Posted

Quote:
Originally Posted by MentalMaden View Post
I can't think of the last time my fire/kin was kb/kd and she only has Mag4 kb protection and she stays in melee.
A single Steadfast or Karma -knockback is sufficient about 90-95% of the time. Once in a blue moon, my Fire/Rad or one of the other many characters I have them in will get knocked back, but it is pretty rare. I don't think it is worth using up another slot in a tight build for something that happens so rarely.

One of those rare occations is the Katie Hannon TF -- that Witch can knock back anything with less than a mag 7 or 8.


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