Does this look OK? [fire/rad]


Call Me Awesome

 

Posted

There sure are a lot of differing opinions on the value of powers and how to slot them in the guide section. So far this toon is at level 25 and I'm a big underwhelmed by LR and Radiation Infection.

And I'm not sure if I should slot Char for damage or get the bonus from Basilisk. And half of what I read said don't do Hot Feet. ??? Don't do Hot Feet?

My build:

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Kaylee Foxtrot as-built: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Rchg/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(5), Dmg-I:50(5), Dmg-I:50(7)
Level 1: Radiant Aura -- RechRdx-I:50(A), Heal-I:50(25), Heal-I:50(25), Heal-I:50(27)
Level 2: Fire Cages -- Posi-Acc/Dmg:50(A), RechRdx-I:50(7), Posi-Acc/Dmg/EndRdx:50(9), Posi-Dmg/Rng:50(9), Posi-Dmg/EndRdx:50(11), Posi-Dmg/Rchg:50(11)
Level 4: Accelerate Metabolism -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17), EndMod-I:50(27), EndMod-I:50(29), EndMod-I:50(29)
Level 6: Hurdle -- Jump-I:25(A)
Level 8: Hot Feet -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/EndRdx:50(13), EndRdx-I:50(13), Erad-Acc/Dmg/EndRdx/Rchg:30(23), Erad-Acc/Dmg/Rchg:30(46), Erad-Dmg/Rchg:30(46)
Level 10: Recall Friend -- Winter-ResSlow:50(A)
Level 12: Flashfire -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(15), Stpfy-Acc/EndRdx:50(15), Stpfy-Stun/Rng:50(48), Stpfy-Acc/Stun/Rchg:50(48), Stpfy-KB%:50(50)
Level 14: Stealth -- EndRdx-I:25(A)
Level 16: Mutation -- RechRdx-I:50(A)
Level 18: Health -- Heal-I:25(A), Heal-I:25(19), Heal-I:25(19), Mrcl-Rcvry+:40(46)
Level 20: Stamina -- EndMod-I:25(A), EndMod-I:25(21), EndMod-I:25(21)
Level 22: Radiation Infection -- DarkWD-Slow%:27(A), LdyGrey-DefDeb/EndRdx:50(23), UndDef-DefDeb/EndRdx:50(50), Achilles-ResDeb%:20(50)
Level 24: Lingering Radiation -- P'ngTtl--Rchg%:25(A), RechRdx-I:50(31), P'ngTtl-EndRdx/Rchg/Slow:50(31), P'ngTtl-Acc/Slow:50(31), P'ngTtl-Acc/EndRdx:50(33)
Level 26: Boxing -- Empty(A)
Level 28: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(33), ImpArm-ResDam:40(33), ImpArm-ResDam/EndRdx:40(34)
Level 30: Weave -- Ksmt-ToHit+:30(A), Ksmt-Def/EndRdx:30(34), GftotA-Def:40(34), GftotA-Def/EndRdx:40(36)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(36), ExRmnt-Dmg/EndRdx:50(36), ExRmnt-Acc/Dmg/Rchg:50(37), ExRmnt-EndRdx/Dmg/Rchg:50(37), ExRmnt-+Res(Pets):50(37)
Level 35: Fallout -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(39), Posi-Dmg/Rchg:50(39), Posi-Dmg/Rng:50(39), Posi-Acc/Dmg/EndRdx:50(40)
Level 38: EM Pulse -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(40), BasGaze-Rchg/Hold:30(40), BasGaze-Acc/EndRdx/Rchg/Hold:30(42), RechRdx-I:35(42)
Level 41: Fire Blast -- Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(42), Entrpc-Dmg/Rchg:35(43), Entrpc-Dmg/EndRdx/Rchg:35(43), Entrpc-Heal%:35(43)
Level 44: Fire Shield -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(45), RctvArm-ResDam:35(45), RctvArm-ResDam/EndRdx/Rchg:35(45)
Level 47: Consume -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 49: Teleport -- EndRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:24(A)
Level 2: Rest -- RechRdx-I:25(A)
Level 1: Containment
Level 20: Ninja Run
------------
Set Bonus Totals:

  • 3% DamageBuff(Smashing)
  • 3% DamageBuff(Lethal)
  • 3% DamageBuff(Fire)
  • 3% DamageBuff(Cold)
  • 3% DamageBuff(Energy)
  • 3% DamageBuff(Negative)
  • 3% DamageBuff(Toxic)
  • 3% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 15.5% Defense(Energy)
  • 15.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 3.63% Defense(Melee)
  • 13.9% Defense(Ranged)
  • 3% Defense(AoE)
  • 4.05% Max End
  • 46.3% Enhancement(RechargeTime)
  • 27% Enhancement(Accuracy)
  • 3% Enhancement(Stun)
  • 2.5% Enhancement(FlySpeed)
  • 2.5% Enhancement(JumpHeight)
  • 2.5% Enhancement(RunSpeed)
  • 2.5% Enhancement(JumpSpeed)
  • 19.1 HP (1.88%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5.25%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 3.6%
  • MezResist(Sleep) 5.25%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 20% (0.33 End/sec) Recovery
  • 20% (0.85 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 13.2% Resistance(Fire)
  • 13.2% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)

------------
Set Bonuses:
Basilisk's Gaze
(Char)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Positron's Blast
(Fire Cages)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Cleaving Blow
(Hot Feet)
  • 1% (0.02 End/sec) Recovery
Eradication
(Hot Feet)
  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
Winter's Gift
(Recall Friend)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Stupefy
(Flashfire)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Pacing of the Turtle
(Lingering Radiation)
  • MezResist(Sleep) 2.75%
  • 2.5% Enhancement(Slow)
  • 9% Enhancement(Accuracy)
Steadfast Protection
(Tough)
  • 1.5% (0.03 End/sec) Recovery
  • 3% Defense(All)
  • Knockback Protection (Mag -4)
Impervium Armor
(Tough)
  • 2.5% (0.04 End/sec) Recovery
Kismet
(Weave)
  • 1.5% (0.03 End/sec) Recovery
Gift of the Ancients
(Weave)
  • 2% (0.03 End/sec) Recovery
Expedient Reinforcement
(Fire Imps)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 10% (0.42 HP/sec) Regeneration
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 10% Resistance(All)
Positron's Blast
(Fallout)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Basilisk's Gaze
(EM Pulse)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Entropic Chaos
(Fire Blast)
  • 10% (0.42 HP/sec) Regeneration
  • MezResist(Confused) 2.75%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Reactive Armor
(Fire Shield)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)




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Posted

What's your play style? Solo? PuGs? Team of regulars? Do you like to charge in with the Tank or oversee all the action? Fire/Rad is one of those combos that the "right build" really comes down to how you like to play it.

If you're going to take Hot Feet, definitely take Choking Cloud. If you're going to set mean people on fire, you don't want to give the opportunity for payback!

Don't underestimate RI, or its buddy Enervating Field. You may not always know when they're working, but you will know when they drop and you start getting whaled on!

Also, no Cinders? Cinders + Choking Clouse means never having to say "Oh Shi-!"


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

 

Posted

I only play on teams. Up to the late teens, she played on normal type teams, but since then has played on the fire/rad only teams.

I already have Hot Feet and if I didn't I'd take it. I'll add in Choking Cloud. It's just the faq I had just read poo-pooed it. Then again, they said not to take HF becuase of the end usage.

My playstyle would be Flashfire, Cages, Smack biggie w Char, run in w Hot Feet and maybe Sand d'Mu someone, more char, more stuff in general, kill kill kill.

On the fire/rad team it's just about that, and no more per mob, then run the next. Well, until the 6-8 stacked AM wears off, then it gets slower.

Should I even take EM pulse? Choke's going to push out Teleport, which was just a level 49 "whatever" power.

Thanks.


 

Posted

Hotfeet and CC both need to be slotted up to really shine. End Reds will take the sting off, and as soon as you can get the Lockdown proc in CC, it really becomes amazing.

EMP is a good panic button. Like when you have 2-3 mobs that just atet the tank for lunch.

This is just my personal style, but I would take Enervating Field over the fighting pool. It reduces enemy damage output by 25% (iirc), which is basiclly like getting a 25% Damage Resistance to EVERYTHING, that your entire team can enjoy!
Of course, if you're alreayd on Rad-heavy teams, you probably are already enjoying it. I've never seen it myself, but I've got to imagine 8 rads running slotted up toggles on an AV will pretty much neuter them.


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

 

Posted

As previously stated, Fire/Rad can vary depending upon your playstyle. But the powers really, really lend themselves to a particular playstyle. Flashfire+Fire Cages from range, then run in with Hot Feet+Choking Cloud on and the Imps trailing behind. Use Char on anything that moves while you stand there letting CC hold, HF and Imps kill stuff.

Of all Rad controllers, no build can make better use of Choking Cloud than a Fire/Rad. That's because it synergizes so well with Hot Feet. (In fact, CC mostly stinks on most other controllers . . . other than Ice/Rad using Arctic Air. But CC is a key power for a Fire/Rad.) Don't really evaluate either of Choking Cloud or Hot Feet until you have both fully slotted. Hot Feet should be slotted with EndRdx, Damage and a little Accuracy. Adding Slow is nice, but only if you have sufficient slotting in the others. Choking Cloud should be slotted with Max EndRdx and Hold. The unique way that CC works means that slotting for Hold can make it more effective. Only after EndRdx and Hold are max slotted should you think about procs . . . but the Lockdown +2 Mag proc was just MADE for Choking Cloud due to its mechanics on how Mag is stacked. (Take a look at my Ill/Rad guide for an explanation.)

When slotting sets, you need to decide . . . do you want a max Recharge build? There are some benefits to that, such as having Flashfire recharge quickly. Do you want a Defense build? There are some benefits to that, too, as you will often be in or near melee. Go for Damage? That's a good one, too, for obvious reasons.

I suggest you first go for Damage and Recovery/more Endurance. If you are on teams, especially a team of Fire/Rads, your recharge will be taken care of by multiple castings of AM, and if you have so many people who can heal, you don't need much defense.

Char: Your slotting is good for a Recharge build, but if you want damage, you may want to reconsider it. Want Damage AND Recharge? Consider 5 Decimations and a common Hold.

Fire Cages: It really doesn't do that much damage, so you don't get all that much benefit from damage. It has an Accuracy penalty and uses a lot of endurance, so you want to make sure that those two attributes are the main focus of your buffs. After that? Here is a good place for Procs. At level 50, the purple Gravitational Anchor Chance for Hold proc is wonderful here. Otherwise, go for some Damage procs instead of damage enhancements. You will net more damage.

AM: Efficacy Adapter is a good set here. You have the proper SO and common IO slotting.

Hot Feet: My level 50 slotting is Dam/End and Acc/Dam/End from Sirocco's, Dam/Slow and EndRdx/Rech/Slow from Tempered Readiness, an Acc/Dam Hami-O and a common EndRdx IO. The main goal is EndRdx, then Damage and some accuracy. You need to keep that EndRdx maxed so that you can run HF and CC together and still have enough endurance to do other things.

Recall Friend and Mutation are nice to have but luxuries -- I like them on other builds, but don't have them on my Fire/Rads.

Flashfire: The Stupify set is good, but swap out the Chance for Knockdown for a common Recharge. Fire Cages has -knockback, making this proc useless.

Stealth? Why? Try Super Speed instead, since you should have Hasten anyway. (I don't see much use for Stealth anymore since you can get stealth for no endurance from a proc in Sprint or your travel power.)

Radiation Infection: I would take this earlier. It should be slotted mainly for ToHitDebuff and EndRdx. The Defense Debuff is nice, but most folks don't need more than the base amount to be able to hit the Accuracy/ToHit cap. With ToHitDebuff, Fire Cages + RI is a fill-in control for when the stun in Flashfire runs out . . . foes can't move and they can't hit you very often, so it's almost like a hold. Ideal slotting at level 50 is 3 Enzyme Hami-Os, but 4 Dark Watcher is OK. The Achilles proc is nice here only if you have a slot to spare for it - as it only goes off every 10 sec.

Ling Rad: EF is far more important as a buff to damage as well as a debuff to foe damage. Slot EF with 2 EndRdx. As for Ling Rad, yeah you should take it, but later. The -Rech and -Regen are nice. You mainly want to slot Ling Rad for Accuracy and Recharge.

I'm not a big fan of the Fighting Pool for Controllers. If you are controlling foes, you won't need the Resistance or Defense. And unless you come close to softcapping these, small amounts don't provide big benefits. I prefer control powers.

Cinders: I use this as my fill-in control power when Flashfire is recharging. I use it a lot.

Level 28: Choking Cloud. Slot it, love it. You can "frankenslot" this for max EndRdx and Hold. Some folks suggest Accuracy, but that should only come if you have max EndRdx and Hold.

Fire Imps? I like slotting for Recharge more than the Resist proc . . . the imps run around too much, often out of range of the proc. With Recharge, you just re-summon when they die . . . which they will, often. 4 Expediant Reinforcement, then the 2 Call to Arms Triples. Even better at level 50 -- Dam/Rech and Chance for Build Up from the purple Soulbound Alliegence set.

Fallout: It is very, very situational. My Ill/Rad guide explains why. It can be very powerful if your team knows how and when to use it, but for most builds, it is the most skippable power in the Rad powerset. I like Bonfire better -- a single Recharge gives you an AoE knockback zone that acts as a barrier, and can add a little damage to anything resistant to knockback.

EM Pulse: Arguably one of the three best AoE holds in the game. Huge radius, long duration and no accuracy penalty. It stops your endurance Recovery for a short time. I use it mostly as a "panic button" power. I don't use it as much as Cinders, but because I have EM Pulse, I don't have to worry about saving Cinders for "panic button" moments. And it does damage to Robots.

Personally, I like the Psi APP set for my Fire/Rads, as Indomidible Will cuts down the number of times a mez causes me to drop my HF+CC toggles.


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 MaHaBone23 View Post
Hotfeet and CC both need to be slotted up to really shine. End Reds will take the sting off, and as soon as you can get the Lockdown proc in CC, it really becomes amazing.

EMP is a good panic button. Like when you have 2-3 mobs that just atet the tank for lunch.

This is just my personal style, but I would take Enervating Field over the fighting pool. It reduces enemy damage output by 25% (iirc), which is basiclly like getting a 25% Damage Resistance to EVERYTHING, that your entire team can enjoy!
Of course, if you're alreayd on Rad-heavy teams, you probably are already enjoying it. I've never seen it myself, but I've got to imagine 8 rads running slotted up toggles on an AV will pretty much neuter them.
A full team of any kind of */Rads is sick, but a full team of Fire/Rads is so overpowered that it feels like cheating. Everything dies in seconds. It was a team of mostly Fire/Rads that set the speed record for the Statesman's TF. I think they had one Fire/FF for the mez protection.


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. That was more and better advice that I'd expected.

Why stealth? Because I put the IO in Sprint. I run into walls and fall down stairs if I'm too fast. I never complain about SB but I'm not taking SS on a toon who's a ghost for me. I stub my toe too much and the stealth supresses and I die. Monday I found out I was the only toon who could ghost on the TF. I might be slower than a SS+IO, but I'll consider that my handicap.

I'll try to get over my irrational love for Entropics. It's the regen up front and, to admit, probably the Mandelbrot.

I'll have to digest this and change the build. She's not so far along I couldn't just second build her and with 17's respec and the vetspecs that burst on me when they caught me up, could respec the original when I wanted to. I haven't slotted any decent enh yet.

I realize I railed against the service toon in another post, but this toon really is one with the heal, tp, ghost, and AM.

Yeah, let me look at these numbers for the slotting you said. Thanks much.


 

Posted

You could try Smoke, too. Smoke + Stealth is invisibility. Not exactly the fastest way to operate if you want to stealth a TF, but Smoke can help keep your pesky imps from aggroing new mobs.


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

 

Posted

I like posting my builds. My Fire/Rad does NOT look like this currently, but only because I've changed some of my goals since the build she has now. Eventually I want her to look like this:

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

ZZZ CON FIRE RAD: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(9), Lock-Acc/EndRdx/Rchg/Hold(9)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40)
Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(43), GravAnch-Hold%(46)
Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(11), DarkWD-ToHitdeb/Rchg/EndRdx(11), DarkWD-ToHitDeb/EndRdx(17)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(46)
Level 8: Recall Friend -- RechRdx-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(34)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), Rope-Acc/Stun/Rchg(17)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
Level 22: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(23), TmpRdns-Rng/Slow(23), TmpRdns-EndRdx/Rchg/Slow(40), TmpRdns-Acc/Dmg/Slow(43)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 26: Hot Feet -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(27), M'Strk-Acc/EndRdx(27), M'Strk-Acc/Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(34)
Level 28: Choking Cloud -- G'Wdw-EndRdx/Hold(A), G'Wdw-Acc/EndRdx(29), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-%Hold(31), UbrkCons-EndRdx/Hold(31), HO:Endo(34)
Level 30: Combat Jumping -- Krma-ResKB(A)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg(46)
Level 35: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36), EoCur-Acc/Hold/Rchg(37)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Indomitable Will -- RedFtn-EndRdx/Rchg(A), RechRdx-I(45), RechRdx-I(45), LkGmblr-Rchg+(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(50), TtmC'tng-ResDam/EndRdx(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

Oh and the stupid-expensive-good perma-IW version for giggles:

Code:
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Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

Here is my current build . . . almost. Just have a few more to get to finish it out.

I have thought about dropping Fly to use Super Speed as my only travel, so I could fit in Mutation -- it is nice to have on teams.

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Capt. Fantastic: Level 50 Mutation 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 -- HO:Endo(A), HO:Nucle(3), HO:Perox(15), HO:Perox(36), RechRdx-I(37), RechRdx-I(37)
Level 1: Radiant Aura -- Numna-Heal(A), Numna-Heal/Rchg(15), Numna-EndRdx/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
Level 2: Fire Cages -- Enf'dOp-Acc/EndRdx(A), GravAnch-Acc/Immob/Rchg(3), TotHntr-Acc/EndRdx(11), Posi-Dam%(23), TotHntr-Dam%(34), GravAnch-Hold%(34)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(37), Efficacy-EndMod/EndRdx(40), RechRdx-I(46)
Level 6: Radiation Infection -- HO:Enzym(A), HO:Enzym(7), HO:Enzym(7)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), HO:Nucle(9), TmpRdns-Dmg/Slow(27), TmpRdns-EndRdx/Rchg/Slow(27), EndRdx-I(40)
Level 10: Air Superiority -- Acc-I(A), Acc-I(11)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(17), Stpfy-Acc/Stun/Rchg(17), RechRdx-I(19)
Level 14: Fly -- Frbd-EndRdx(A), Frbd-Fly(42)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Rcvry+(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(39)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 24: Cinders -- HO:Endo(A), HO:Endo(25), RechRdx-I(25), RechRdx-I(40)
Level 26: Bonfire -- RechRdx-I(A)
Level 28: Choking Cloud -- UbrkCons-EndRdx/Hold(A), UbrkCons-Dam%(29), Lock-%Hold(29), EndRdx-I(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Hold(31)
Level 30: Lingering Radiation -- Acc-I(A), RechRdx-I(46), TmpRdns-Acc/Slow(50), TmpRdns-EndRdx/Rchg/Slow(50)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Build%(43)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: EM Pulse -- HO:Endo(A), HO:Endo(39), RechRdx-I(39)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), HO:Membr(42)
Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), ImpArm-ResDam/Rchg(45), S'fstPrt-ResKB(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Super Speed -- Clrty-Stlth(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run


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

So proc up the fire cages...hmm.


 

Posted

Quote:
Originally Posted by Postagulous View Post
So proc up the fire cages...hmm.
Interesting, my slotting on my Frad for Cages is 5 Posi Blast and the Grav Anchor proc... possibly loading up procs might be a better choice. I may have to ponder that for a respec when and if the market comes back up.


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

 

Posted

Quote:
Originally Posted by Local_Man View Post
A full team of any kind of */Rads is sick, but a full team of Fire/Rads is so overpowered that it feels like cheating. Everything dies in seconds. It was a team of mostly Fire/Rads that set the speed record for the Statesman's TF. I think they had one Fire/FF for the mez protection.
TimeForce II, the normal 8 Fire/Rad team was only 7 Fire/Rad, the 8th spot was a neutral observer/judge for the competition.

Don't recall the overall time but a team of 7 took out all 4 of the STF patron AV's by Team Teleporting in and destroying them all in a hair over 3 minutes. That's some absurd dps output by the team (something like 112,000 hit points obliterated in 200 seconds)

Think the video footage was eaten with the forum move but I'm sure it's floating around out there somewhere yet.

Edit: Google for the win ... 3 min 15 seconds for all 4 Patrons


 

Posted

Hey Local Man-

I notice your use of mixed HOs in place like Char for example. Were they simply to get near ED cap on hold, damage and accuracy? (vs. traditional set like basilisks gaze for straight hold and the recharge bonus). About to start up my firt fire/rad so reading and learning all i can.


 

Posted

Quote:
Originally Posted by ORACLE View Post
Hey Local Man-

I notice your use of mixed HOs in place like Char for example. Were they simply to get near ED cap on hold, damage and accuracy? (vs. traditional set like basilisks gaze for straight hold and the recharge bonus). About to start up my firt fire/rad so reading and learning all i can.
Frankly, it just depends on what you want out of the power. My slotting of 4 Hami-Os and two common Recharge gives ED capped Damage and Hold, good Accuracy and very good Recharge . . . but I give up bonuses. (I actually started using this slotting before IOs -- but I haven't felt a strong need to change it -- my Fire/Rad isn't as dependant upon Recharge as other controllers.)

On the other hand, you could slot 4 Basilisk's Gaze for the Recharge bonus, then add an Acc/Dam Hami-O and a common Damage. That will give you a fair mix of Acc, Hold, Damage and Recharge plus the bonus from Basilisk. You could even use two Thunderstrikes for the last two slots if you want a little Recovery.

Some people want more control and don't care about damage from Char, and they may add the Lockdown +2 Mag proc. A full set of Lockdown gives Defense bonuses. Others like to add the Devastation Chance for Hold proc. There are lots of options for slotting Char.


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

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Char -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(13), NrncSD-Dam%(45)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(3), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-EndRdx/Rchg(43)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(15), DarkWD-ToHitDeb/EndRdx(19), DarkWD-ToHitdeb/Rchg/EndRdx(27), Achilles-ResDeb%(27)
Level 4: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Immob/Rng(13), Enf'dOp-Acc/Immob/Rchg(31), Enf'dOp-Acc/Immob(37)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(34), Efficacy-Acc/Rchg(34)
Level 8: Stealth -- GftotA-Def/EndRdx(A), GftotA-EndRdx/Rchg(9), LkGmblr-Rchg+(9)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(37)
Level 16: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(17), Amaze-Acc/Rchg(17), Amaze-EndRdx/Stun(33), Amaze-ToHitDeb%(33)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Rchg(31), Oblit-%Dam(36)
Level 24: Cinders -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Rchg(25), BasGaze-Acc/Rchg(25), BasGaze-Acc/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(45)
Level 26: Enervating Field -- EndRdx-I(A), EndRdx-I(45)
Level 28: Choking Cloud -- G'Wdw-EndRdx/Hold(A), G'Wdw-Acc/EndRdx(29), G'Wdw-Acc/Hold/Rchg(29), G'Wdw-Dam%(36), Lock-%Hold(39), Lock-Acc/Hold(42)
Level 30: Lingering Radiation -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(33), TmpRdns-Acc/Slow(37), TmpRdns-Rng/Slow(40), TmpRdns-Acc/Dmg/Slow(43)
Level 32: Fire Imps -- C'Arms-Acc/Dmg(A), C'Arms-Acc/Rchg(40), C'Arms-Acc/Dmg/Rchg(40), EdctM'r-PetDef(42), C'Arms-+Def(Pets)(42)
Level 35: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 38: Super Jump -- SprngFt-EndRdx/Jump(A)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(50)
Level 44: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(46)
Level 47: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc(50), Efficacy-EndMod/EndRdx(50)
Level 49: Acrobatics -- EndRdx-I(A)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run

Tell me what yall think


 

Posted

Quote:
Originally Posted by UnicyclePeon View Post
Oh and the stupid-expensive-good perma-IW version for giggles:

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Lewis
Did a few changes, this may seem a bit more resonable. The IW recharge was way over the ED so whilke the numbers may look good on Mids, I don't think you will actually see the effect ingame. Also took those extra slot and divided them elsewhere and reslotted a few other powers that may proove more valuable. Check it out.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

ZZZ CON FIRE RAD 2: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(3), BasGaze-Acc/EndRdx/Rchg/Hold:30(9), Lock-Acc/EndRdx/Rchg/Hold:50(9)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(19), Dct'dW-Heal/Rchg:50(19), Dct'dW-Heal/EndRdx/Rchg:50(40), Dct'dW-Heal:50(40)
Level 2: Fire Cages -- GravAnch-Immob/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(5), GravAnch-Acc/Rchg:50(5), GravAnch-Hold%:50(17), GravAnch-Immob/EndRdx:50(43)
Level 4: Radiation Infection -- HO:Enzym(A), HO:Enzym(11), HO:Enzym(11), Achilles-ResDeb%:20(17)
Level 6: Accelerate Metabolism -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(7), Efficacy-EndMod/Acc/Rchg:50(7), Efficacy-Acc/Rchg:50(37), Efficacy-EndMod/Acc:50(37), Efficacy-EndMod/EndRdx:50(46)
Level 8: Recall Friend -- RechRdx-I:50(A)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(34)
Level 12: Flashfire -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(13), Amaze-Acc/Stun/Rchg:50(13), Amaze-Acc/Rchg:50(15), Amaze-EndRdx/Stun:50(15)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd:50(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(45)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-End%:50(46)
Level 22: Lingering Radiation -- TmpRdns-Acc/Slow:50(A), TmpRdns-Acc/EndRdx:50(23), TmpRdns-Rng/Slow:50(23), TmpRdns-EndRdx/Rchg/Slow:50(40), TmpRdns-Acc/Dmg/Slow:50(43)
Level 24: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(25)
Level 26: Hot Feet -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/EndRdx:50(27), M'Strk-Acc/EndRdx:50(27), M'Strk-Acc/Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:50(34)
Level 28: Choking Cloud -- G'Wdw-EndRdx/Hold:50(A), G'Wdw-Acc/EndRdx:50(29), Lock-Acc/EndRdx/Rchg/Hold:50(29), Lock-%Hold:50(31), UbrkCons-EndRdx/Hold:50(31), HO:Endo(34)
Level 30: Combat Jumping -- Krma-ResKB:30(A), LkGmblr-Rchg+:50(45)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(46)
Level 35: Cinders -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(36), BasGaze-Rchg/Hold:30(36), BasGaze-Acc/EndRdx/Rchg/Hold:30(36), EoCur-Acc/Hold/Rchg:50(37)
Level 38: EM Pulse -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(39), BasGaze-Rchg/Hold:30(39), BasGaze-Acc/EndRdx/Rchg/Hold:30(39), Lock-Rchg/Hold:50(50)
Level 41: Mental Blast -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(42), Apoc-Acc/Dmg/Rchg:50(42), Apoc-Acc/Rchg:50(42), Apoc-Dmg/EndRdx:50(43)
Level 44: Indomitable Will -- RechRdx-I:50(A), RechRdx-I:50(45), LkGmblr-Rchg+:50(50)
Level 47: Psionic Tornado -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50)
Level 49: Mind Over Body -- HO:Ribo(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
Level 4: Ninja Run
Level 0: LEGACY BUILD
------------
Set Bonus Totals:
  • 12.5% DamageBuff(Smashing)
  • 12.5% DamageBuff(Lethal)
  • 12.5% DamageBuff(Fire)
  • 12.5% DamageBuff(Cold)
  • 12.5% DamageBuff(Energy)
  • 12.5% DamageBuff(Negative)
  • 12.5% DamageBuff(Toxic)
  • 12.5% DamageBuff(Psionic)
  • 7.5% Defense(Energy)
  • 7.5% Defense(Negative)
  • 3.75% Defense(Ranged)
  • 0.9% Max End
  • 45% Enhancement(Accuracy)
  • 97.5% Enhancement(RechargeTime)
  • 1.5% Enhancement(JumpSpeed)
  • 1.5% Enhancement(JumpHeight)
  • 4% Enhancement(Heal)
  • 1.5% Enhancement(FlySpeed)
  • 1.5% Enhancement(RunSpeed)
  • 5% FlySpeed
  • 61.04 HP (6.002%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 4.15%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 4.7%
  • 24.5% (0.409 End/sec) Recovery
  • 36% (1.529 HP/sec) Regeneration
  • 8.82% Resistance(Fire)
  • 8.82% Resistance(Cold)
  • 10% RunSpeed
------------
Set Bonuses:
Basilisk's Gaze
(Char)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Doctored Wounds
(Radiant Aura)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Gravitational Anchor
(Fire Cages)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Efficacy Adaptor
(Accelerate Metabolism)
  • 11.45 HP (1.125%) HitPoints
  • 1.5% (0.025 End/sec) Recovery
  • 10% (0.425 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Absolute Amazement
(Flashfire)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.08 HP (1.876%) HitPoints
  • 2.5% (0.042 End/sec) Recovery
Tempered Readiness
(Lingering Radiation)
  • 1.5% (0.025 End/sec) Recovery
  • 1.5% Enhancement(Slow)
  • 0.9% Max End
  • 3.75% Enhancement(RechargeTime)
Cleaving Blow
(Hot Feet)
  • 1% (0.017 End/sec) Recovery
Multi Strike
(Hot Feet)
  • MezResist(Sleep) 1.65%
Ghost Widow's Embrace
(Choking Cloud)
  • 5% RunSpeed
Lockdown
(Choking Cloud)
  • 3% DamageBuff(All)
Karma
(Combat Jumping)
  • Knockback,Knockup protection (Mag 4)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Expedient Reinforcement
(Fire Imps)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 10% (0.425 HP/sec) Regeneration
Basilisk's Gaze
(Cinders)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Basilisk's Gaze
(EM Pulse)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Apocalypse
(Mental Blast)
  • 16% (0.679 HP/sec) Regeneration
  • 30.52 HP (3.001%) HitPoints
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Indomitable Will)
  • 7.5% Enhancement(RechargeTime)
Ragnarok
(Psionic Tornado)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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