Fire/Rad Help


Call Me Awesome

 

Posted

Ok, so even though I have been a COHer (I know, not a word; LOL) for about 3 years, this will be my first post. So forgive me ahead of time if I make any faux pas. With that said I am looking for advise and help with my fire/rad build, currently at level 41. I also would love some advise and help on how to use MIDS; from what I understand it's a great tool. I'm just trying to take my game to the next level! Thanks guys!!!


 

Posted

Welcome to the Boards. We are a mostly friendly bunch. It took me almost three months before I found the Forums, but there is a lot of great information here.

The first thing to do is to go to www.cohtitan.com and download Mid's. Install it and run it. It is pretty simple to use. It has a lot of options, but you can choose to "level up" your character just like a respec. Right-click on the slots to put enhancements in. Play around with it . . . you'll get the hang of it quickly.

As far as a Fire/Rad build, it would help some if you would give us some more details about your character. Solo or team? Melee or ranged? Fast or slow? My Fire/Rad is a mostly teaming character who is not super fast, and stays in melee mostly while trying to be more safety-oriented. I only skipped Ring of Fire and Smoke in the Fire primary, and skipped Mutation and Fallout in the Radiation Secondary. I have Air Sup and Fly for travel, Fitness and Hasten. Then I went with the Psi APP pool mostly for Indomidible Will, but also have Mind Over Body and Psi Tornado. I added in Super Speed at 49.

If I solo'ed more, I would probably try to add Ring of Fire in, and I would grab Psi Blast. I am somewhat tempted to change Fly to Super Speed, and add in Mutation. But overall, I am pretty happy with my build. My Fire/Rad has a fair number of Hami-Os and IOs, but is not max slotted. Still, I suggest that you slot Choking Cloud with max or near max EndRdx and Hold, and fit in the Lockdown +2 Mag Hold proc if you can. Slot Hot Feet with max EndRdx, and as much Damage as you can with some Accuracy and even a little Slow if you can -- I consider these attributes more important than most procs in this power. At level 50, I really love the "Chance for Hold" proc from Gravitational Anchor in Fire Cages.


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 Giameedes View Post
Ok, so even though I have been a COHer (I know, not a word; LOL) for about 3 years, this will be my first post. So forgive me ahead of time if I make any faux pas. With that said I am looking for advise and help with my fire/rad build, currently at level 41. I also would love some advise and help on how to use MIDS; from what I understand it's a great tool. I'm just trying to take my game to the next level! Thanks guys!!!
I feel bad for you, Giameedes. You're playing the sweetest combo in the game, and everything else will just seem... dull by comparison.

Well, lemons out of lemonade, right? Let's see that build!


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

 

Posted

Fire/Rad is an awesome combo that in my opinion really shines in a team. A group of Fire/Rads can literally break the game... 8 of them crushed the STF in less than 30 minutes.

I'll echo what Local said about the set, although he and I do have some differences in our builds the basic framework on both is similar. One Fire/Rad is good and they get MUCH better as you add more of them. Three of them can destroy 8 man/+4 missions including AV's, 8 of them can destroy all four of the STF Patron AV's at once in a minute or so.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Giameedes View Post
Ok, so even though I have been a COHer (I know, not a word; LOL) for about 3 years, this will be my first post. So forgive me ahead of time if I make any faux pas. With that said I am looking for advise and help with my fire/rad build, currently at level 41. I also would love some advise and help on how to use MIDS; from what I understand it's a great tool. I'm just trying to take my game to the next level! Thanks guys!!!
It's about time you show up around here...


 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
One of them can destroy 8 man/+4 missions including AV's
Fixed that for ya


 

Posted

Quote:
Originally Posted by Giameedes View Post
Ok, so even though I have been a COHer (I know, not a word; LOL) for about 3 years, this will be my first post. So forgive me ahead of time if I make any faux pas. With that said I am looking for advise and help with my fire/rad build, currently at level 41. I also would love some advise and help on how to use MIDS; from what I understand it's a great tool. I'm just trying to take my game to the next level! Thanks guys!!!
Okay, not sure where you're playing, but over on Freedom the Marketing Group (MidLevel Crisis) is running FRad teams on Mondays. Here's the basic guidlines for our teammates.



Quote:
Originally Posted by Honcho
Fire/rad build with suggestions
You start off with
01: Char and Radiant Aura : your hold and group heal.
02: Fire Cages : Group immobilize (x 8) kills group dead
04: Accelerate Metabolism : the god power, makes everything better slot for recharge as soon as you can
08: Hot Feet : our killing power till we get imps
12: Flashfire : group stun, with multiple casters, even bosses are stunned and will be dead before it wears off.
28: Choking Cloud : big PBAoE around you that holds, with everyone running it, even bosses get held after maybe getting off one attack
32: Fire Imps : 3 little scrappers that follow you around and do just what they want, just like real scrappers
It doesn't really go beyond L32-35 because this is the Marketing groups' attempt to generate items in a level range we perceive as underserved right now. So most of our toons will be locking between 32 and 38.

Other good pools to pull from:

Speed (Mainly hasten)
Leadership (Any of the first three, with the power being packed here, you shouldn't have to use Vengeance unless you screw up BADLY).
Invisibility (For when you want to stealth missions)
Teleport (Again, for stealthing missions (and stealth procs are nice too))



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Thank you all for the very warm welcome. Panzer, is that you!? I told you trying to step my game up, lol. Anyway, thanks again for all the great advise and welcome. Now as far as my build, this is my build; give or take a few changes here and there. Courtesy of the original poster LivingHellFire.

Quote:
Originally Posted by LivingHellfire View Post
I wrote this some time ago (going on 8 months onw) and posted it in the Controller section. The forums were changed and my post never showed. I then posted it again in this section and it got buried. I'll post it one last time and if it doesn't show again in the guide sections then I'll assume it's unwanted.

******************************88

Repeat after me;

“This build is not for the faint of heart.”

Good.

Now, repeat after me;

“This build is for people who like to take ridiculous chances and risks and play at the absolute extreme end of the spectrum in terms of danger.”

Good.

This is a Fire/Rad build from the point of view of a Fire/Fire blaster. It’s a build for those who like aggression, speed and damage. It’s a build that grants you the ability to solo any mission short of an AV, but can get you killed faster than lightning. With this build I’ve solo’d purple EB’s, but I’ve also been killed by white con LT’s because I got careless.

The build itself may seem bizarre to some, especially the slotting choices. I encourage you to slot in whatever order you’re comfortable with, but the slotting herein works fine as is, I promise. As you advance through the levels I strongly encourage you to slot your powers in the order that you feel is appropriate, depending on what you’re missing, but I promise that with this slotting structure, once you’re done if it looks like this that you’ll be on your way to being one of the most dangerous, most fun and most effective controllers any time could hope for.

A few notes on the build in general before we get to what it looks like. Firstly, I can’t stress this enough. If you’re the kind of person that likes to take their time, do things safely and play it safe, this build is not for you. This build is for the individual that relishes in the full onslaught of maximum damage and control at all times. If you’re the kind of person that needs to “thin out the spawn a little” before you attack, this isn’t for you. If you’re the kind of person that is looking for a “support” toon, then this is not the build for you. There’s nothing wrong with those playstyles, and I mean that sincerely. I play support and safe myself, but in this case… well, this is completely different.

Secondly, this build centers around three concepts;
[*] Speed[*] Aggression[*] Damage

Those three things are accomplished, in that order, by reducing the enemy’s ability to fight back effectively, immobilizing and disabling them and unleashing Holy Hell upon them in the form of team mates or pets or, preferably, both. Why is that different from the standard post-32 controller build? It’s different because you open. You are the one that starts the fight, nobody else. After the build and the powers discussion I will discuss some fight tactics and go through them in some detail, however for now allow me to assure you that with this build you will spend most of your time leading the team from the front as opposed to meekly following the tank around. This build is for picking fights and finishing them.

Thirdly, it’s important that you be aware that at the beginning of this character’s career things advance pretty normally as far as controller’s go. It’s only after you get your pets that you truly begin to reach your potential. Again, that may seem like a completely obvious statement, but it’s especially true with this build. The reason for that is that until this point you are reliant on team mates, for the most part, to do the damage for you. What about Containment, you ask! I solo fine with containment, says you! That’s fine and good but remember, this build is about speed and aggression. It’s not just a solo build, it’s a “Ima solo this whole four person team room full of mobs” build. It’s also a “Oops, I screwed up and now these two minions are gonna gump me into the ground” build if you you’re not careful. I digress.

The final point on this is that you might look and feel like a normal controller when you roll this guy up, but as you progress through the levels you will begin to notice a difference between yourself and the other controllers on your team. Again, I’ll go through specific tactics towards the end of this guide. For now, here’s the build;





Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Controller
Primary Powers - Ranged : Fire Control
Secondary Powers - Support : Radiation Emission

01 : Radiant Aura recred(01) hel(5) recred(9) hel(15) recred(40) hel(25)
01 : Char acc(01) hlddur(3) hlddur(7) hlddur(9) recred(17) recred(25)
02 : Fire Cages acc(02) immdur(3) immdur(7) immdur(11) recred(17) recred(27)
04 : Radiation Infection endred(04) thtdbf(5) defdbf(13) thtdbf(29) thtdbf(29) defdbf(33)
06 : Hurdle jmp(06)
08 : Combat Jumping endred(08)
10 : Accelerate Metabolism recred(10) recred(11) recred(37) endrec(37) endrec(37) endrec(36)
12 : Flashfire acc(12) disdur(13) disdur(15) disdur(23) recred(31) recred(34)
14 : Super Jump jmp(14)
16 : Swift runspd(16)
18 : Cinders acc(18) hlddur(19) hlddur(19) hlddur(23) recred(31) recred(31)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Enervating Field endred(22)
24 : Mutation recred(24) recred(36)
26 : Hasten recred(26) recred(27) recred(34)
28 : Lingering Radiation acc(28) recred(39) slw(39)
30 : Bonfire recred(30)
32 : Fire Imps acc(32) acc(33) acc(33) dam(34) dam(42) dam(42)
35 : Fallout acc(35) thtdbf(42) thtdbf(43) defdbf(36) dam(50) dam(50)
38 : EMP Pulse acc(38) hlddur(39) hlddur(40) hlddur(40) recred(43) recred(45)
41 : Fire Ball acc(41) dam(43) dam(45) dam(46) recred(46) recred(46)
44 : Fire Shield endred(44) damres(45)
47 : Consume recred(47) recred(48) recred(48) acc(48) endrec(50)
49 : Recall Friend recred(49)

-------------------------------------------

01 : Brawl acc(01)
01 : Sprint runspd(01)
02 : Rest recred(02)


All powers are selected and slotted with the assumption that SO's are being used


Yes, I skipped smoke. Yes, I skipped Hot Feet. Yes, I did that on purpose. Don't worry, I'll explain later.

The slotting order looks strange. I could make up excuses but the truth of the matter is that I suck with Joe’s character builder so the order in which I slotted looks weird. Either way, it doesn’t matter, this build is for experienced players anyway, you know what you’re doing in terms of when to slot what so as long as it looks similar at the end of the day to this slotting structure you’ll be fine, regardless of the order in which you do it. Best advice I can give on slotting is to slot depending on what you need most at that level, but you guys know that already. So, the order in which you slot is up to you, but the structure of the slotting is important.



[u]Powers Overview - Fire Control[u]

RING OF FIRE (CLICK) Immobilizes target in a Ring of Fire. Deals Fire
damage over time. More resilient foes may require multiple Rings.


Waste of a power. The other choice is Char, which is next. Single target hold or single target Immob. Duh... Besides, at level two you get Fire Cages which is the same thing but AoE so why bother? Moving on.

CHAR (CLICK) Incapacitates a targeted foe at a distance by
Charring him with smoldering soot and cinders.


Single target Hold. It's your first power choice. Slot the hell out of it ASAP but don't ignore the other powers coming up. 1 ACC, 2 RECHARGE, 3 HOLD

FIRE CAGES (CLICK) Immobilizes a group, with Fire damage over time.
Less damage than Ring of Fire, but affects several foes.


Take it at level two. Again, slot the hell out of it. 1 ACC, 2 RECH and 3 IMMOB

SMOKE (CLICK) Most foes in affected area can’t see past melee
range. If attacked, they see you, but have an Accuracy penalty.


Meh... don't bother. It's a nice power to have and it's kinda handy, but it's not worth it. Better to skip it and take Radiation Infection instead. It's a better debuff and it debuffs ToHit as well.

HOT FEET (TOGGLE) While active, heats the earth in a large area
around you, Slowing nearby foes as they attempt to escape.


Stay away from this one. It's another toggle that will suck your endurance and it'll only slow you down. With the rate you'll be using your powers towards the mid-game this will mean that you'll run out of endurance faster. Take a power pool power instead.

Some of you old-timers are shaking your head at this point, I can feel it. Trust me, it's thematic with the build. It's not a bad power, it's just contrary to what this build tries to accomplish.

FLASHFIRE (CLICK) Hurls Flashfire at a group of foes to Disorient
them and deal some damage over time.


GREAT POWER! When used in conjunction with Fire Cages this makes a wonderful ghetto hold. Take it and slot the hell out of it. 1 ACC, 2 RECHARGE, 3 DISORIENT

CINDERS (CLICK) Incapacitates a group of villains around you by
whirling Cinders to choke and leave them helpless.


K... do I really need to say it? Take this power the moment it becomes available at level 18. 1 ACC, 2 RECH, 3 HOLD

BONFIRE (CLICK) Drops a burning fire on the ground that knocks
back and burns any foes who try to pass through it.


Good power, but very situational. It's important to note that this is a great power for when the mobs are no longer in your control and you're trying to buy time. Dropping it in a corner or in a hallway will force mobs onto their backs. It's great for placing around a corner and pulling bosses to you. Take it but don't bother slotting it with any more than 1 RECH as you just won't need it that much.

It's a great "Oh, crap" power when the fecal matter strikes the high-speed rotation device and it has some wonderful tactical uses so it's worth having.

FIRE IMPS (CLICK) Summons 2 to 5 small Fire Imps to attack nearby
foes. They last quite a while and can be healed and buffed.


If you don't take this power at level 32 I will hunt you down and smack you with a giant ham and cheese sammich. You will take this power and you will slot it with no less than 2 ACC and 3 DAM, though I reccomend a full 3 and 3 of each. Why? Because they'll hit anything!! It doesn't matter what you're fighting or how powerful they are, these little b*stards will hit it and you need them too. They're you're only real damage.

It may seem excessive to some of you, I realize that, but remember that this build is focused on speed and damage and that means making sure that every single hit counts as much as it can, no matter what. If you want to slot something with one more slot, go ahead, but no less than 2 ACC and 3 DAM. Don't bother with recharge, if you're doing it right the mobs aren't even fighting back anyway, and if your imps do take damage then you can heal them yourself with Radiant Aura.




[u]Powers Overview - Radiation Emission[u]

RADIANT AURA (CLICK) Mends your allies’ wounds. This power
restores some Hit Points to you and all nearby Heroes.


You're stuck with it, but it's worth having. Slot it as you go, but eventually you'll want it six slotted. 3 RECH, 3 HEAL. No rush on getting it slotted, if you're fine then fine and when you find you need more healing or you have nothing that absolutely must be slotted right then and there then slot it some more.

RADIATION INFECTION(TOGGLE) Infects target and all foes that he contacts,
until target dies or you stop. Reduces Accuracy and Defense.


Must have. This is a cornerstone power for this build. Take it at level 4 and slot aggressively. 1 END RED, 3 ToHtDBF, 2 DEFDBF.

ACCELERATE METABOLISM (CLICK) Boosts run, attack speed, recovery
and damage of nearby allies. Allies are resistant to most effects.


Excellent power, definately a must have. This increases the imps' attack rate significantly and makes a difference in terms of squeezing every last ounce of speed out of the build. Slot aggressively with 3 RECHARGE and 3 END MOD.

ENERVATING FIELD (TOGGLE) Slowly damages and decreases the
damage rate of the target and all nearby foes, until you stop.


I have no idea what this means, but it's wrong. This power reduces the damage that the opponents deal and also reduces their damage resistance. You don't need to slot this power, it's a one-shot, just slap 1 END RED in the initial slot and you're good to go.

MUTATION (CLICK) Revives and greatly boosts fallen ally, for a while.
Then ally is significantly weakened, but still standing.


Great power. At the end of the day, no matter how hard you play and no matter how good you are, your team mates will die. Period. That is an absolute. Take this power, slot 2 RECHARGE and call me in the morning.

LINGERING RADIATION (CLICK) Emits Lingering Radiation that reduces
attack rate and movement speed of all foes near the target.


This power is the reason why people want Rad toons on their team for AV's. It slows movement, attack rate and regen. You don't need much in it for it to be really effective. 1 ACC, 1 RECHARGE and 1 SLOW is all you need to really get'er done. You'll find you don't use it much against regular spawns but big AV's and EB's get this as the royal treatment. Once you've got RI, EF and this baby down on them they're weak as kittens and slow as mollasses in January.

CHOKING CLOUD (TOGGLE) Nearby foes may be overcome with toxic
radioactive gas, leaving them choking and helpless.


It's a good power, but it's just another toggle you don't need. This power is only usefull in melee and that's the last place you want to be if the mobs aren't held. It's not worth the time or the expense and requires that you be right in the thick before the mobs get held. Not only that but they're liable to aggro before you get off your melee PBAoE holds if they're not already held, but I'm getting ahead of myself. Short story, don't take it, you won't need it and it'll only be another drain on endurance that you desperately need.

FALLOUT (CLICK) After an ally falls in battle, you can activate this
power to pull energy from their body to deal a massive amount of
damage to all nearby foes.


This power is the definition of the word "Joygasm". It makes Vengeance look like masturbation. This power not only does insane damage to everything around it, but it debuffs Damage, it debuffs Accuracy, it debuffs Damage Resistance, it debuffs Defense, it slices, it dices, it Julienne's, it'll mow your lawn, make your lunch and bring you coffee in the morning. This is one of the best powers in the game and is capable of turning an imminent team whipe into a glorious victory. There's just one caveat... someone has to die.

I said it already, but I'll say it again 'cause it's true: People are going to die. You can't always avoid it or prevent it no matter how good you are. So, instead of avoiding a wonderful power on the principle that you think that if you're doing your job right no one dies, accept the reality that sometimes it's not your fault (though sometimes it will be) and take the powers that will allow you to snatch victory from the jaws of defeat. 1 ACC, 2 DAM, 2 ToHtDBF, 1 DefDBF.

EM PULSE (CLICK) You can unleash a massive pulse of electromagnetic
energy incapacitating all foes in its radius. Leaves you
briefly unable to recover End.


This is your second of 2 PBAoE holds. It's fantastic and it lasts forever with the added bonus of doing damage to machines. 1 ACC, 3 HOLD, 2 RECHARGE.




[u]A Not on Power Pools[u]

Fitness

You’ll notice that I start with power pools early. I avoid Health in favour of Hurdle and actually recommend Hurdle and Combat Jumping early on. The two of them together create like a mini travel power. It’s just a personal preference. If you prefer you can exchange Swift and Hurdle in he power selection. I didn’t bother with Health because with Radiant Aura you can heal yourself well enough that it pretty much negates the Health altogether. No matter what anyone says, however, and no matter how many people say it, this is a build that requires Stamina. You can’t get around it.
Leaping

I find leaping to be more thematic with this build. I often find myself bouncing about the map like an imp myself, bounding from one side of the battle to the other to make sure my holds are centred and to give myself the chance to choose a proper anchor for my rad toggles. I suppose, since the build has Hasten anyway, one could take Speed, however I find that by the time you’re about level 35 you’re as fast as you need to be anyway.

Speed

Believe it or not, Hasten is a crucial power to the build for fairly obvious reasons. As you play it will become even more obvious. Trust me, you’ll want this one.

Teleport

This is a great power and I selected it last as a “rounding out” power right at the end. It’s not necessary earlier on, but with it you can do some neat stuff like the “Whoopsie-Daisy” maneuver detailed below. There’s no great need for this power, but I find it really fun.

Fire Mastery

Five words: Containment, Enervating Field and Fireball. Need I say more? Also, Fire Shield is a must as you’ll be taking many an alpha on your own if played to the max. Consume is a great power and you’ll find yourself often diving into a group of held mobs and hitting this power to restore pretty much your entire endurance bar.


[u]Tactics and Combat Approach[u]

I have to take this from the approach of post 25, so consider these tactics and discussions to be for a character that has that much under their belt.

You will die a lot. You will die not because the build will fail you but because you failed to be careful, you failed to assess the situation properly and you failed to fully appreciate the environment. I have never, ever been defeated on this character that it was because I was stupid and careless. On the other hand, when I’ve been paying attention and being careful I can do almost anything. I’ve never been defeated that I didn’t look at the monitor and what was happening and realize that I’d made a mistake. The difference between this build and any other build where that could be said is that I’m invariably, win or lose, taking on vastly more than most any given moment.

This build will play like any other Controller build until about level 28. At that point it starts to diverge for two reasons. Firstly, at that point you'll need to start taking initiative with any team that you're on. You'll need to start casting debuffs while the tanker or scrapper is charging and holding the mobs immediately with Fire Cages. It's at this point that the build starts to become more front row than other builds. Secondly, you'll start to notice that you're able to hold off a back end ambush while the team concentrates on the mobs ahead. That’s just an example, really, the thrust is that you'll really start to see the power of the build shine through. You'll have enough control and debuff to be able to delay and hold off a four man team's worth of mobs by yourself. You won't be able to take them down, but you'll be able to stop them and buy your team time to get to you due to the combination of both powersets.

The “Who’s Yer Daddy?”

This is your basic PBAoE charge. Wait for the tank to start his charge to cast RI. Once the tank gets there RI should be cast and you can follow him in and nail Cinders, getting everyone. Immediately cast EF and back out, follow up with Fire Cages.

The “Who’s Yer Daddy?” Surprise

Same routine, but no tank this time. Fairly basic so far, but the difference is that the bigger team you’re on the riskier and more fun it is. Especially if you get there before the tank can taunt. It’s tactics like this that preclude using Hot Feet.

The Whole Shebang

This is similar to the “Who’s Yer Daddy” Surprise. The catch is that you can only use it after level 38 when you have EMP. The difference between the two is that you immediately cast EMP after Cinders. This is a great tactic for spawns that have multiple bosses. Yah… I’m talking about charging a full teams’ worth of mobs all by yourself. It works great, but you gotta be quick!

Also, this is a great tactic for AV’s once the aggro’s been grabbed and works well to stack magnitude very quickly.

The Whole Shebang Lite

This is the same as a “Who’s Yer Daddy” Suprirse, but only works when there’s only one boss in the spawn. You only need cast Cinders or EMP, not both, but you do so with the Boss targeted. Target the boss, leap to the center of the spawn and cast Cinders and immediately cast Char on the boss. Everything’s held, Bob’s yer Uncle.

The Corner Pull

Again, fairly basic, standard tactic used by most Rads. You can start using this in the Hollows, even. Find a mob in a door mission just around a corner and use your RI to aggro them. The trick with RI is that for as long as it takes to cast you can move almost immediately, so you have a few seconds to get to safety before the mobs aggro. You do this by running around a corner where you and your team mates lie in wait. This is a great tactic for pulling a spawn away from where another spawn is close by.

The Corner Pull Disco Party

This is the same as the Corner Pull with one very important difference. As soon as you can move after starting to cast RI, move back around the corner, as usual but this time throw a bonfire down just on the other side of the corner. This is a great move for solo’ing purple bosses and company. They’ll bounce off the Bonfire and when they do, duck around and hit ‘em with a single target hold and EF while your imps do their thing then duck back and watch as he bounces off the bonfire again, come around and hit him a second time to hold him. If he’s surrounded by minions and LT’s then you may want to use Cinders as your first hold. Be very, very careful though. The bigger the spawn the more scatter you get and you can get yourself in trouble real fast. This tactic works best solo and in teams of up to about 3 or 4 max.

The Ghetto Hold

Flashfire, then Fire Cages. Pretty simple. They’re immob’d and stunned, it’s the same effect as a hold only you have both your single target and your PBAoE’s held back.

Twisting in the Wind

This move is a staple of this build and works really, really well on big spawns. Find the boss, move in just enough to start casting RI then move a touch closer and hit fire cages while RI is still casting so it queues up. Once RI casts they’ll alpha but they should be debuffed enough that you’ll be alright, the moment FC starts to cast hit Flashfires so it’s queued. Now they’re immobilized and stunned, hit EV and move in for the kill. Looks like a Ghetto Hold, doesn’t’ it? Well, it is kinda, but with two differences; this move is done on large spawns without the help of a tank and secondly, you’re casting Fire Cages first. The reason is to avoid as much scatter as possible. The closer together you keep them the better, as a general rule.

Sometimes it’s better to be lucky than good, and this is one of those times. Make no mistake, though, be judicious and careful with it if you don’t have to choose between Lucky and Good and you can be both, then that’s the best answer. It’s a fun tactic, but it will get you killed. When it works, though… it’s magical. This maneuver really demonstrates “Surfer Mode” for this build; You either look fantastic or you’re dead.

The Whoopsie-Daisy

Fallout is one of the best powers in the game. You can save the entire team from being whipped by using it, especially when it’s the tank that fell. It does insane damage and debuffs everything. Using Fallout and then immediately casting Mutation not only reverses a death, but allows you to turn the tables in a major way. The Whoopsie-Daisy, on the other hand is a twist. This is one of my personal favorites for two reasons. Firstly, it’s impressive as hell, but more importantly it’ll allow you to take a loss and turn it into a win. You’ll only be able to do this after you have both Fallout and Recall Friend, but the idea is that you teleport your dead friend to the feet of the mobs and use Fallout. The beauty of this move is that you can do it on a brand new spawn, whiping them out entirely. You’ll find, however, that you use it the most in AV fights where the AV runs about a lot.


[u]Final Discussion[u]

Some of you will hate this build. You’ll think it’s stupid and wasteful and it won’t suit you at all. That’s fine as it really is something specialized. Remember, this is a Fire/Rad controller from the perspective of a Fire/Fire blaster. It’s about damage and oppression and offense and speed and mayhem. When it works it’s a blast and when it doesn’t work it’s because you screwed up and if you’re not careful, at it’s worst, the playstyle can cause a team whipe. But at it’s best, if you’re still alive and you’re smart and fast you won’t necessarily need a team no matter how big the spawn is.

You will spend a lot of time going to and from the Hospital. It’s going to happen. If dying frustrates you then this is not the build for you.

If, however, you like the idea of controllers but don’t have the patience to play one, you’ll want to try this.

The tactics listed above are not the sum total of the build’s capabilities. They are merely a guide as to what it’s capable of in most respects. If you follow it’s abilities with the concepts of Speed, Aggression and Damage foremost in your mind then it become apparent very quickly just what it is that separates this build and playstyle from others. Remember, also, that this isn’t just about a build, it’s about a style of play, a mentality when playing the character. It’s not just about having these powers and using them, it’s about the way you use them and the frame of mind you carry when you go through the game.

Be fast.

Be first.

Be smart.

Be deadly.

Finally, even if you don’t like this playstyle and build combination, if you can take something from it, anything, really, then I’ll be satisfied. Take whatever you feel applies to you and use it.

Cheers;

-Liv
Consequently, the build seems to work fine; however, it just doesn't seem to work as well as I like. Granted I am slotting nothing but SOs for now. But still it just doesn't fit me. For starters I want to loose the super jump. I have seen others who seem to do well with it; but bottom line I thank for what I want, super-speed feels a more natural fit. As far as playstyle, I don't mind running in teams; but, I also want to be able to solo or lead the front in the team. Yet, I am a blaster at heart so ranged does feel more natural for me; unless I am playing my invulnerable tank. All in all, I am not one for sitting in the back trying to play safe. Additionally, I just got to level 41. I am based on Protector, but I do play on Freedom and more often on Virtue. I hope this info helps guys, and once again thanks.


 

Posted

Quote:
Originally Posted by Giameedes View Post
Thank you all for the very warm welcome. Panzer, is that you!? I told you trying to step my game up, lol.
Yep, it's me!

Quote:
Now as far as my build, this is my build; give or take a few changes here and there. Courtesy of the original poster LivingHellFire.
So much fail in that build, I'm not even sure where to start. No. Wait. I know exactly where to start.

Quote:
HOT FEET (TOGGLE) While active, heats the earth in a large area
around you, Slowing nearby foes as they attempt to escape.

Stay away from this one. It's another toggle that will suck your endurance and it'll only slow you down. With the rate you'll be using your powers towards the mid-game this will mean that you'll run out of endurance faster. Take a power pool power instead.
AND

Quote:
CHOKING CLOUD (TOGGLE) Nearby foes may be overcome with toxic
radioactive gas, leaving them choking and helpless.

It's a good power, but it's just another toggle you don't need. This power is only usefull in melee and that's the last place you want to be if the mobs aren't held. It's not worth the time or the expense and requires that you be right in the thick before the mobs get held. Not only that but they're liable to aggro before you get off your melee PBAoE holds if they're not already held, but I'm getting ahead of myself. Short story, don't take it, you won't need it and it'll only be another drain on endurance that you desperately need.
*/e facepalm*

These two powers are the cornerstone of a fire/rad controller, whether built for general teaming, missions, or farming. Along with Accelerate Metabolism and the rad debuffs they are the set's core strengths. Fire/rads are about damage, not control. While fire can provide decent control, there are other powersets far better at providing control. It's a huge mistake to try and turn it into a team control set, which it seems that posted build tries to do.

I would consider the following powers to be the primary powers for a basic fire/rad controller.

Fire Control
*Char
*Fire Cages
*Hot Feet
*Flashfire
*Cinders
*Fire Imps

Radiation Emission
*Radiant Aura (No option but to take this)
*Radiation Infection
*Accelerate Metabolism
*Enervating Field
*Lingering Radiation
*Choking Cloud

Quote:
Consequently, the build seems to work fine; however, it just doesn't seem to work as well as I like. Granted I am slotting nothing but SOs for now. But still it just doesn't fit me. For starters I want to loose the super jump. I have seen others who seem to do well with it; but bottom line I thank for what I want, super-speed feels a more natural fit.
At the very least you want to immediately move to a frankenslotted IO build. This will greatly increase your effectiveness over SO's or generic IO's. However, fire/rad really begs for a properly IO'd build to fully leverage its strengths.

Super Speed is a natural fit for a fire/rad since you'll want to take Hasten anyway. (Hopefully you won't get stuck in Perez Park again...)

Quote:
As far as playstyle, I don't mind running in teams; but, I also want to be able to solo or lead the front in the team. Yet, I am a blaster at heart so ranged does feel more natural for me;
Forget ranged. Fire/rad thrives at in-their-face melee range. That's where you should be 90% of the time.


 

Posted

What Panzerwaffen said. CC + HF are the peanut butter + chocolate combo of the set. They work even better with IOs, especially the Lockdown Chance to Hold proc in CC.

Be warned, Frads aren't for the lazy or careless. It's a glass steamroller, and it takes some learning to use the powers together effectively.
It was been my experience that:
"If I get reckless... I die."
"If I get cocky... I die."
"If I get distracted... I die."

That said, if I pay attention and use my head, I can go where Tanks fear to tread, nerf the most formidable foes, and turn the most pathetic, useless PuG into GODS.


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

 

Posted

Quote:
Originally Posted by MaHaBone23 View Post
That said, if I pay attention and use my head, I can go where Tanks fear to tread, nerf the most formidable foes, and turn the most pathetic, useless PuG into GODS.
Wow. That's an excellent way to describe fire/rad!


 

Posted

I’ve been trying to look for inspiration for my fire/rad (using the same guide above - d’oh!) and what Panzer has said here makes sense. The only problem is this is my one and only troller (and is lvl 50) but this should fit right at home for me. But I’m a little unsure of what other powers I should chose.

I’m having a guess at what to pick and when. Does this sound any good?

1 - Char
1 - Radiation Aura
2 - Fire Cages
4 - Accelerate Metabolism
6 - Radiation Infection
8 - Hot Feet
10 - Enervating Field
12 - Hasten
14 - Super Speed
16 - Swift
18 - Flash Fire
20 - Lingering Radiation
22 - Cinders
24 - Health
26 - Stamina
28 - Choking Cloud
30 - Stealth
32 - Fire Imps
35 - Tactics
38 - Assault
41 - Fire Ball
44 - Rise of the Phoenix or Fire Blast
47 - Consume
49 - Recall Friend


"There are no stupid questions, just stupid people"

 

Posted

I would work on getting Stamina by 20. Choking Cloud and Hot Feet without Stamina will tap you out quite fast. And even with Stamina, running Leadership toggles may be too much of a drain, but it may depend on your play style. I tend to be click happy, and that's hard on the blue bar.

I'd skip Stealth for Smoke, unless you're using it to mule an IO. Also, I'm not sure if it will stack, but you could add the Celerity +Stealth IO to SS.

EMP is a VERY useful hold, the ideal Oh shi-! panic button. Fallout, while very situational, can turn bad situations into good ones, and it is very fun!

RotP is an interesting choice. Someone around here actually had a suicide build that relied on RotP as part of its attack chain.

Take Fire Shield. It can and will save your life. All those times you get whaled into the red, realize that if you didn't have it, you'd be floor pie.


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

 

Posted

My suggestions for a Fire/Rad are shown in this common IO build. With IO sets, of course, this build is substantially better, but it is pretty good with common IOs.

I'm not a big fan of Smoke -- had it and respec'ed out. I still have it on my Fire/Kin, but really don't find it all that useful. I prefer using Super Speed+Stealth Proc for stealth. I'm also not a big fan of Leadership unless you are on a team where several people have it. Stacked, Leadership is very good, but a single controller has other powers that will provide more benefit.

I like having Bonfire -- Sure it is situational, but with some creative thinking, those situations can come up quite often.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Fred the FRad: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- Acc-I(A), Hold-I(3), RechRdx-I(15), RechRdx-I(27), Acc-I(36), Dmg-I(43)
Level 1: Radiant Aura -- Heal-I(A), Heal-I(43), RechRdx-I(43)
Level 2: Fire Cages -- Acc-I(A), Acc-I(3), EndRdx-I(11), EndRdx-I(31)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(5), EndMod-I(36), EndMod-I(40), EndMod-I(46)
Level 6: Radiation Infection -- ToHitDeb-I(A), ToHitDeb-I(7), EndRdx-I(7), ToHitDeb-I(27)
Level 8: Hot Feet -- EndRdx-I(A), EndRdx-I(9), Dmg-I(9), Acc-I(19), EndRdx-I(19), Dmg-I(23)
Level 10: Air Superiority -- Acc-I(A), Acc-I(11), Dmg-I(46)
Level 12: Flashfire -- Acc-I(A), Acc-I(13), Dsrnt-I(13), RechRdx-I(15), RechRdx-I(17), Dsrnt-I(17)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 24: Cinders -- Acc-I(A), Acc-I(25), Hold-I(25), RechRdx-I(40), Hold-I(46)
Level 26: Lingering Radiation -- Acc-I(A), RechRdx-I(37), RechRdx-I(37), RechRdx-I(37), Acc-I(40)
Level 28: Choking Cloud -- EndRdx-I(A), EndRdx-I(29), EndRdx-I(29), Hold-I(34), Hold-I(34), Hold-I(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Fire Imps -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33), Acc-I(34), RechRdx-I(42)
Level 35: Bonfire -- Dmg-I(A), RechRdx-I(50)
Level 38: EM Pulse -- Acc-I(A), RechRdx-I(39), Hold-I(39), Acc-I(39)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Mind Over Body -- ResDam-I(A), ResDam-I(45), ResDam-I(45), EndRdx-I(45)
Level 47: Psionic Tornado -- Acc-I(A), Dmg-I(48), Dmg-I(48), Dmg-I(48), Acc-I(50), RechRdx-I(50)
Level 49: Super Speed -- EndRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment


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 for the build, Local_Man! That's definitely food for thought.

I do use Bonfire myself, especially against KB resisting mobs like Cim Traitors.

I do have 1 question, though - how is Psionic Tornado used? I'm guessing this is a toe-to-toe toon and chucking mobs all over the place kind of defeats the object? Or is it that the holds/immobs keep them in place or bounce back off Bonfire?

Sorry, total 'troller n00b... :/


"There are no stupid questions, just stupid people"

 

Posted

Quote:
Originally Posted by Golden_Samurai View Post
Thanks for the build, Local_Man! That's definitely food for thought.

I do use Bonfire myself, especially against KB resisting mobs like Cim Traitors.

I do have 1 question, though - how is Psionic Tornado used? I'm guessing this is a toe-to-toe toon and chucking mobs all over the place kind of defeats the object? Or is it that the holds/immobs keep them in place or bounce back off Bonfire?

Sorry, total 'troller n00b... :/
I don't have PsiNado on my Fire/Rad (yet) but if its anything like the Blaster version, it is KnockUP, not KnockBACK. It's DoT, too, and the animation can be annoyingly long-- it's the same "alley-oop" animation as Flashfire.


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

 

Posted

Thanks for the info, MaHaBone23. I think I'm being persuaded to switch to Psi Mastery now.

Thanks very much for the advice! Now, I just have to scratch my brain on where to slot the IO sets... hehe


"There are no stupid questions, just stupid people"

 

Posted

Quote:
Originally Posted by Golden_Samurai View Post
Thanks for the build, Local_Man! That's definitely food for thought.

I do use Bonfire myself, especially against KB resisting mobs like Cim Traitors.

I do have 1 question, though - how is Psionic Tornado used? I'm guessing this is a toe-to-toe toon and chucking mobs all over the place kind of defeats the object? Or is it that the holds/immobs keep them in place or bounce back off Bonfire?

Sorry, total 'troller n00b... :/
MaHaBone23 is correct . . . Psi 'Nado is knock up, not knockback like its Storm cousin.

I chose the Psi set on my Fire/Rad because my biggest problem has been getting mezzed, which turns off my Choking Cloud and Hot Feet toggles. Indomidible Will takes care of that most of the time, but one sneaks in every now and then -- I don't have enough Recharge to make it perma. Psi Tornado is my ranged AoE power, as I have plenty of close-up AoE damage. Mind Over Body helps a bit in my survivability . . . and was where I could put my Steadfast -Knockback.

I skipped Mental Blast and picked Super Speed at 49 instead . . . with a Stealth IO, it gives me full Invisibility and great battlefield maneuverability. I suppose I could drop Fly . . . but Fly is just part of the character, and it wouldn't feel right without it.

Bonfire is one of my favorite "underappreciated" powers. I enjoy finding new uses for it where is is very effective.
  • Throw it under AVs and other knockback resistant foes for a little added AoE damage.
  • It can also be used as an AoE damage power if you want to spam Fire Cages . . . not the best use in my opinion.
  • It is a great "keep away" power -- throw it on the Towers in the Statesman's TF to keep the Repairmen away from the towers. Throw it on LR himself when he spawns his bunch of friends. Throw it on Dr. Aeon to keep away his clones. Use it on that Croatoa Mission where you have to keep out 30 Fir Bolog. Use it to protect one entire side of the Reactor in the Respec Trial . . . lots more.
  • Makes a great barrier. Throw it in a hallway to keep foes away. Throw it in a doorway to keep foes in the room or from escaping.
  • It can be a "panic button" power to knock back melee foes from squishier teammates.
Lots of other uses, too.


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

Yes, I know what you mean about getting mezzed... I had that the other day with Scirocco (the swine!).

Thanks for the help, Local_Man! I'll be back soon with an IO Set build for you to run a fine comb through (as long as you don't mind, that is...).


"There are no stupid questions, just stupid people"

 

Posted

After having a browse and looking at the different builds, I think this would be the one for me. This is my first and only troller and I love playing it! I hope I can get enough inf and merits soon to build it! lol (Please ignore the enhancement levels - this is my first build post)

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

Click this DataLink to open the build!

Mistress Char: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Char

  • (A) Apocalypse - Damage: Level 50
  • (3) Apocalypse - Damage/Recharge: Level 50
  • (3) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (5) Apocalypse - Accuracy/Recharge: Level 50
  • (5) Apocalypse - Damage/Endurance: Level 50
  • (7) Hold Duration IO: Level 50
Level 1: Radiant Aura
  • (A) Doctored Wounds - Heal/Endurance: Level 50
  • (7) Doctored Wounds - Endurance/Recharge: Level 50
  • (9) Doctored Wounds - Heal/Recharge: Level 50
  • (9) Doctored Wounds - Heal/Endurance/Recharge: Level 50
  • (11) Doctored Wounds - Heal: Level 50
Level 2: Fire Cages
  • (A) Gravitational Anchor - Immobilize/Recharge: Level 50
  • (11) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50
  • (13) Gravitational Anchor - Accuracy/Recharge: Level 50
  • (13) Gravitational Anchor - Immobilize/Endurance: Level 50
  • (15) Gravitational Anchor - Chance for Hold: Level 50
  • (15) Positron's Blast - Chance of Damage(Energy): Level 50
Level 4: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod: Level 50
  • (17) Efficacy Adaptor - EndMod/Recharge: Level 50
  • (17) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
  • (19) Efficacy Adaptor - Accuracy/Recharge: Level 50
  • (19) Efficacy Adaptor - EndMod/Accuracy: Level 50
  • (21) Efficacy Adaptor - EndMod/Endurance: Level 50
Level 6: Radiation Infection
  • (A) HamiO:Enzyme Exposure
  • (21) HamiO:Enzyme Exposure
  • (23) HamiO:Enzyme Exposure
  • (23) Touch of Lady Grey - Chance for Negative Damage: Level 50
  • (25) Achilles' Heel - Chance for Res Debuff: Level 20
Level 8: Hot Feet
  • (A) Scirocco's Dervish - Damage/Endurance: Level 50
  • (25) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
  • (27) Tempered Readiness - Damage/Slow: Level 50
  • (27) Tempered Readiness - Endurance/Recharge/Slow: Level 50
  • (29) HamiO:Nucleolus Exposure
  • (29) Endurance Reduction IO: Level 50
Level 10: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (31) Recharge Reduction IO: Level 50
  • (31) Recharge Reduction IO: Level 50
Level 12: Flashfire
  • (A) Absolute Amazement - Stun: Level 50
  • (31) Absolute Amazement - Stun/Recharge: Level 50
  • (33) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
  • (33) Absolute Amazement - Accuracy/Recharge: Level 50
  • (33) Absolute Amazement - Chance for ToHit Debuff: Level 50
Level 14: Super Speed
  • (A) HamiO:Microfilament Exposure
Level 16: Swift
  • (A) Run Speed IO: Level 50
Level 18: Health
  • (A) Miracle - +Recovery: Level 40
Level 20: Stamina
  • (A) Performance Shifter - EndMod: Level 50
  • (34) Performance Shifter - Chance for +End: Level 50
  • (34) Endurance Modification IO: Level 50
  • (34) Endurance Modification IO: Level 50
Level 22: Enervating Field
  • (A) Endurance Reduction IO: Level 50
  • (36) Endurance Reduction IO: Level 50
Level 24: Cinders
  • (A) Lockdown - Accuracy/Hold: Level 50
  • (36) Lockdown - Accuracy/Recharge: Level 50
  • (36) Lockdown - Recharge/Hold: Level 50
  • (37) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
  • (37) Lockdown - Chance for +2 Mag Hold: Level 50
Level 26: Lingering Radiation
  • (A) Tempered Readiness - Accuracy/Slow: Level 50
  • (37) Tempered Readiness - Endurance/Recharge/Slow: Level 50
  • (39) Accuracy IO: Level 50
  • (39) Recharge Reduction IO: Level 50
Level 28: Choking Cloud
  • (A) Unbreakable Constraint - Endurance/Hold: Level 50
  • (39) Unbreakable Constraint - Chance for Smashing Damage: Level 50
  • (40) Lockdown - Chance for +2 Mag Hold: Level 50
  • (40) Ghost Widow's Embrace - Endurance/Hold: Level 50
  • (40) Essence of Curare - Endurance/Hold: Level 50
  • (42) Neuronic Shutdown - Endurance/Hold: Level 30
Level 30: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 32: Fire Imps
  • (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
  • (42) Expedient Reinforcement - Accuracy/Damage: Level 50
  • (43) Expedient Reinforcement - Damage/Endurance: Level 50
  • (43) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
  • (43) Soulbound Allegiance - Damage/Recharge: Level 50
  • (45) Soulbound Allegiance - Chance for Build Up: Level 50
Level 35: Bonfire
  • (A) Positron's Blast - Damage/Recharge: Level 50
  • (45) Detonation - Damage/Recharge: Level 50
Level 38: EM Pulse
  • (A) Lockdown - Accuracy/Hold: Level 50
  • (45) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
Level 41: Indomitable Will
  • (A) Recharge Reduction IO: Level 50
  • (42) Recharge Reduction IO: Level 50
  • (46) Recharge Reduction IO: Level 50
  • (46) Luck of the Gambler - Recharge Speed: Level 50
Level 44: Mind Over Body
  • (A) HamiO:Ribosome Exposure
  • (46) HamiO:Ribosome Exposure
  • (48) HamiO:Ribosome Exposure
  • (48) Aegis - Psionic/Status Resistance: Level 50
Level 47: Psionic Tornado
  • (A) Ragnarok - Damage: Level 50
  • (48) Ragnarok - Damage/Recharge: Level 50
  • (50) Ragnarok - Accuracy/Damage/Recharge: Level 50
  • (50) Ragnarok - Accuracy/Recharge: Level 50
  • (50) Ragnarok - Damage/Endurance: Level 50
Level 49: Super Jump
  • (A) Jumping IO: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 50
Level 2: Rest
  • (A) Empty
Level 1: Containment
------------
Set Bonus Totals:
  • 15.5% DamageBuff(Smashing)
  • 15.5% DamageBuff(Lethal)
  • 15.5% DamageBuff(Fire)
  • 15.5% DamageBuff(Cold)
  • 15.5% DamageBuff(Energy)
  • 15.5% DamageBuff(Negative)
  • 15.5% DamageBuff(Toxic)
  • 15.5% DamageBuff(Psionic)
  • 1.25% Defense(Fire)
  • 1.25% Defense(Cold)
  • 2.5% Defense(AoE)
  • 45% Enhancement(Accuracy)
  • 71.3% Enhancement(RechargeTime)
  • 2.5% Enhancement(Held)
  • 4% Enhancement(Heal)
  • 5% FlySpeed
  • 42 HP (4.13%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 2.5%
  • MezResist(Held) 4.7%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 4.7%
  • 20.5% (0.34 End/sec) Recovery
  • 52% (2.21 HP/sec) Regeneration
  • 8.82% Resistance(Fire)
  • 8.82% Resistance(Cold)
  • 3% Resistance(Psionic)
  • 5% RunSpeed

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"There are no stupid questions, just stupid people"

 

Posted

Overall a very good build -- and very, very expensive. You have purple enhancments from 5 different sets, some of which are amazingly expensive. I hope you have several billion.

Your slotting of Hot Feet and Choking Cloud are exactly what I use. They work very well.

Some cheaper alternatives might be worth considering until you have the infl for that mega-expensive build. 5 Decimation + a hold in Char. 6-slotting Flashfire for 5 Stupify and a Recharge in place of the proc. Posi Blast in Psi Tornado.

If you are looking for Recharge, you could go for 4 Basilisk Gaze and some extra Acc/Hold/Rech in Cinders.

I'm not a big fan of Super Jump for controllers -- I like Fly better. (SJ is better on Scrappers/Tanks/Brutes.) You could replace CJ/SJ with Hover/Fly since Hover will take that expensive LotG. Also, I did not see any -knockback. You will want to slip in a Karma, Steadfast Protection or Zephyr -knockback somewhere.


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 for that, LM. I've been playing the toon a lot since respeccing to a normal IO build and have been enjoying it a lot! I'll be using the dual build for the set IOs as and when I get the recipes and slot them inbetween times.

Both travel powers give what's required for the build, but my preference is SJ.

I thought I would slot an Aegis +status instead, but I think you're right by having the KB prot. I've lost count how many times I've ended up on my behind tonight. Hehe!

I really appreciate the advice! I wouldn't be having so much fun with this toon without it!


"There are no stupid questions, just stupid people"

 

Posted

I'm working on a new Fire/Rad right now and I've been very happy with Ring of Fire in my build (she's level 8). The damage when I'm soloing is great with RoF, and I can't imagine giving that up. I have Fire Cages, too, but I'm just using that as an immobilize, as no matter how much damage you slot in it, it'll be minimal at best.

Is RoF a power you guys take early on, and then replace later?

My Fire/Thermal (lvl 33) had Hot Feet early, but END issues forced me to move it back to level 22. It's a great power, but prior to Stamina, it was tough to solo with it and not use Rest between each fight to replenish the blue bar. How is endurance with both Hot Feet and CC running at the same time? Is this a turn on-turn off combo, or can they both run constantly?


Please try my arcs:

Arc# 63910 "Why Do Bad Girls Like Bad Boys?" (length=Long, levels 40+)
Arc# 401500 "How to Be a Successful Professional Criminal" (length=Very Long, levels 1-10)

 

Posted

Quote:
Originally Posted by GGG247 View Post
I'm working on a new Fire/Rad right now and I've been very happy with Ring of Fire in my build (she's level 8). The damage when I'm soloing is great with RoF, and I can't imagine giving that up. I have Fire Cages, too, but I'm just using that as an immobilize, as no matter how much damage you slot in it, it'll be minimal at best.

Is RoF a power you guys take early on, and then replace later?

My Fire/Thermal (lvl 33) had Hot Feet early, but END issues forced me to move it back to level 22. It's a great power, but prior to Stamina, it was tough to solo with it and not use Rest between each fight to replenish the blue bar. How is endurance with both Hot Feet and CC running at the same time? Is this a turn on-turn off combo, or can they both run constantly?
I used both Ring of Fire and Char while leveling up for damage, then respec'd out of RoF after Fire Imps.

As far as Hot Feet and Choking Cloud are concerned, if you frankenslot them both for max end reduction, you should be able to run both. You'll need to watch your blue bar carefully, especially when AM is not up, and trying to use rad toggles at the same time will drop your end rapidly. Your goal should be to get perma AM, which is not that difficult to do with Fire/Rad. Having the constant recovery buff from AM goes a long way towards solving your endurance concerns. Although, even with perma AM, trying to run Hot Feet, Choking Cloud, Enervating Field and Rad Infection at the same time, while simultaneously throwing out Fire Cages and other attacks, WILL bottom your endurance no matter what you do.


 

Posted

Quote:
Originally Posted by Panzerwaffen View Post
Although, even with perma AM, trying to run Hot Feet, Choking Cloud, Enervating Field and Rad Infection at the same time, while simultaneously throwing out Fire Cages and other attacks, WILL bottom your endurance no matter what you do.
On the other hand, once you get Fire Imps, running all those toggles is almost all you have to do. Use AoE control to get set up, then just stand among the mobs and throw the occasional Char.


Speaking of standing around running toggles, how does World of Confusion play out with such a build? It seems like it would fit right in, tactically, but is it worthwhile?