Fire/Rad needs reviewed


Local_Man

 

Posted

OK, folks here's the Fire/Rad controller that I'm working on. Some quick notes: I kinda need rez due to one of the groups I run with regularly (My kids). All of the slots in Recall Friend aren't really there. I just have them there since I don't know where they will wind up. This character is currently only lvl 23.

With those points in mind, please make recommendations

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

50 Fire Hazzard: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(15)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(23)
Level 2: Fire Cages -- GravAnch-Immob(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(17), GravAnch-Hold%(23)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(15), Efficacy-EndMod/Acc(25), RechRdx-I(31)
Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(34), DarkWD-Rchg/EndRdx(36), DarkWD-ToHitDeb/EndRdx(37)
Level 8: Hot Feet -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Acc/Dmg/EndRdx(9), TmpRdns-Dmg/Slow(19), TmpRdns-EndRdx/Rchg/Slow(37), RechRdx-I(37)
Level 10: Hover -- EndRdx-I(A)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(19), Stpfy-Acc/Stun/Rchg(39), RechRdx-I(40)
Level 14: Fly -- Frbd-Stlth(A), Frbd-Fly(45), Frbd-EndRdx(45)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Heal-I(A), Heal-I(40), Heal-I(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Mutation -- RechRdx-I(A)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 26: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(42), EoCur-Acc/Hold/Rchg(43)
Level 28: Choking Cloud -- NrncSD-EndRdx/Hold(A), EoCur-EndRdx/Hold(29), G'Wdw-EndRdx/Hold(29), Lock-%Hold(43), EndRdx-I(43), Hold-I(45)
Level 30: Lingering Radiation -- Acc-I(A), Acc-I(31), RechRdx-I(31)
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%(34)
Level 35: Assault -- EndRdx-I(A), EndRdx-I(36), EndRdx-I(36)
Level 38: Recall Friend -- RechRdx-I(A), Empty(39), Empty(39), Empty(46), Empty(46), Empty(46)
Level 41: EM Pulse -- Empty(A), Empty(42), Empty(42)
Level 44: Fire Blast -- Empty(A), Empty(48), Empty(48), Empty(48)
Level 47: Rise of the Phoenix -- Empty(A)
Level 49: Consume -- Empty(A), Empty(50), Empty(50), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run


 

Posted

Overall, your build is pretty good. You have the key powers with the most important slotting. Here are a few suggestions:

Char -- it can contribute to your damage, so I suggest you 6-slot it. You can go with 5 ranged damage and a common hold. Or, if you want to keep the Recharge from Basilisk's Gaze, add an Acc/Dam and common Damage.

Fire Cages: This is used frequently, and really benefits from procs. That Grav Anchor set has some nice bonuses, but I suggest you slot Fire Cages with 3 slots dedicated to Acc and EndRdx, the Grav Anchor Chance for Hold proc and two damage procs -- Trap of the Hunter Lethal and Posi Blast Energy.

Radiation Infection: If you can afford it, 3 Enzyme Hami-Os is perfect slotting for this power. If you have a slot left over, the Achilles Heal Chance for Resistance Debuff is nice. But Dark Watcher would be my second choice.

Hot Feet: Consider replacing that Acc/Dam with a Hami-O Nucl (Acc/Dam) and replace the Recharge with an EndRdx. You will max out Damage and EndRdx, with some Acc and some Slow.

Flashfire: The Stupify set with a Recharge for the Proc is great slotting. If you can get it, the Absolute Amazement purple set is better.

Hover/Fly: Since you spend so much time in melee, consider replacing Hover with Air Superiority. A little extra damage and a quick attack with knockdown when everything else is recharging.

Choking Cloud: Your slotting is good, but consider using the Lockdown Proc, EndRdx/Hold, Acc/Hold/Rech, Hold and Chance for Smashing from Unbreakable Constraint and a common EndRdx.

As for an APP set, I prefer the Psi set, as Indomidible Will helps reduce the number of times my toggles get knocked off. Psi Tornado is nice AoE damage and the Shield helps reduce incoming damage enough to help your heal take care of the rest.

Get a Numina's and Miracle Proc for Health, and the proc for Stamina to help with Endurance issues. You can save up merits rather than having to buy those.

In THIS THREAD, you'll find a few builds; mine is near the end.


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

Awesome info Time to play around with it. Thank you very much


 

Posted

I'd have to start that personally, unless it's for a farm build, on a fire/rad I'm not a fan of hotfeet, or choking cloud for that matter. Mine has it, but only because I do use him to farm. As a pure controller I avoid both of those. And would certainly not get hotfeet before stamina, enervating field however, i get as soon as possible. It also, though not as bad as hotfeet has a higer end cost, but that's all you need to slot it, 2 end reducers and its debuff is very useful to the team. (Technically same end cost, but is only on during fights, and the anchor can die, overall less end cost due to situations)

You'll definitely want Lingering Radiation slotted MUCH more. TBH, on most teams, I use this power every mob more than any other control I have, unless it's so bad that I need to use a control. It has massive -recharge/-speed, and is a necessity to have up as much as possible versus AVs for its -regen.

Health, TBH I love regeneration, but with radiation, you have a heal that can be up often enough that you don't really need to slot health for heals. I'd just put a miracle in the base slot and you should be fine.

Pet slotting, again, radiation emission is not really a set that needs to have the character slot for regeneration. You really don't need the soulbound allegiance. I would do the 4 Call to Arms recipes for the recovery, HP, and recharge bonuses, and then a acc/dam in the 5th slot to top off the enhanced stats for the power.

That or only 4 slot it, 2 Blood Mandate and 2 Commanding Presense for 3% recovery in 4 slots while maxing damage with decent acc and some end reduction.

I like hasten-less builds, but with radiation with AM its definitely a power set i'd suggest hasten for every time. You want AM coming back as soon as possible, and with AM helping as well, it's that much easier to get perma-hasten also.

As mentioned, and also due to slotting i'd get Lingering Radiation before Cinders easily. I always pick up my controller's aoe hold at level 30, when you can start slotting it quickly to actually get some use out of it.

Assault, 2 end reductions max. When you're using 2 level 50 common IOs you're at about 84% end reuction IIRC. The 3rd slot will do so little its very not worth slotting for it.

Were you fully set on going the fire epic route? I've found I don't really need empulse, but that's a big drainer for your endurance especially with hotfeet and CC running.

And good on the 4 slots on consume if you go with it, 4 performance shifters is really all it needs.

Quote:
Originally Posted by Local Man
Radiation Infection: If you can afford it, 3 Enzyme Hami-Os is perfect slotting for this power. If you have a slot left over, the Achilles Heal Chance for Resistance Debuff is nice. But Dark Watcher would be my second choice.
Dark Watchers Despair is ALWAYS my first choice for this power. Its so much cheaper than Hami-os, but even witout that, its so easy in 4 slots to max its to hit debuff, which is the real reason to the power, and get some good end reduction, and get 1.5% max hp, 2.5% recovery, and 6.25% recharge time bonus, which is very important to get your AM up as often as possible.

The power is already doing 25% -defense to enemies. In the lower levels, that's more than enough, in the higher levels versus things like AVs that are resisting that, well at those levels everyone pretty much has their accuracy situation taken care of anyways. So any extra-defense is just fine, and really doesn't need slotted.

Back to the epic, really matters on your input, personally I'd rather focus on being a controller in a non-farm build, then still look to epics for the damage, looking on to fireball instead of hotfeet. Bonfire is an amazing power to keep enemies away from squishies including yourself, but you're choosing fly anyways, so hotfeets uses get some-what limited and doesn't seem to fit.

personally, with a couple powers you have mentioned needing like mutation (would get it on a team build anyways) and teleport, this is a build I'd look into going into. I like to avoid purples unless I'm looking for a farm build, which this can, but for most things doesn't need to be.

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

Click this DataLink to open the build!

Fire Rad TP: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(15), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(37), EoCur-Acc/Hold/Rchg(37)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(17)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(3), DarkWD-ToHitdeb/Rchg/EndRdx(3), DarkWD-ToHitDeb/EndRdx(34)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(17), Efficacy-EndMod/Acc(29), Efficacy-EndMod/EndRdx(37)
Level 6: Fire Cages -- TotHntr-EndRdx/Immob(A), TotHntr-Acc/EndRdx(11), TotHntr-Immob/Acc(15), TotHntr-Acc/Immob/Rchg(36)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Hover -- Srng-Fly(A), Srng-EndRdx/Fly(29), Flight-I(48)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(19), Stpfy-Acc/Stun/Rchg(21), Rope-Acc/Stun/Rchg(40)
Level 14: Super Speed -- Run-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Enervating Field -- EndRdx-I(A), EndRdx-I(19)
Level 20: Health -- Mrcl-Rcvry+(A)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(23), P'Shift-EndMod/Acc(39), P'Shift-End%(50)
Level 24: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(25), TmpRdns-Rng/Slow(25), TmpRdns-EndRdx/Rchg/Slow(27), TmpRdns-Acc/Dmg/Slow(27), RechRdx-I(36)
Level 26: Mutation -- RechRdx-I(A)
Level 28: Bonfire -- RechRdx-I(A)
Level 30: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(34), EoCur-Acc/Hold/Rchg(43)
Level 32: Fire Imps -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33), BldM'dt-Acc/Dmg/EndRdx(34)
Level 35: Recall Friend -- EndRdx-I(A)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(40), EoCur-Acc/Hold/Rchg(43)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(46)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(46)
Level 47: Fire Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(48), ImpSkn-EndRdx/Rchg(48), ImpSkn-ResDam/EndRdx/Rchg(50), ImpSkn-Status(50)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:
  • 5% DamageBuff(Smashing)
  • 5% DamageBuff(Lethal)
  • 5% DamageBuff(Fire)
  • 5% DamageBuff(Cold)
  • 5% DamageBuff(Energy)
  • 5% DamageBuff(Negative)
  • 5% DamageBuff(Toxic)
  • 5% DamageBuff(Psionic)
  • 7.5% Defense(Energy)
  • 7.5% Defense(Negative)
  • 3.75% Defense(Ranged)
  • 3.15% Max End
  • 71.3% Enhancement(RechargeTime)
  • 3% Enhancement(Stun)
  • 1.5% Enhancement(JumpHeight)
  • 1.5% Enhancement(FlySpeed)
  • 1.5% Enhancement(RunSpeed)
  • 5% Enhancement(Immobilize)
  • 18% Enhancement(Accuracy)
  • 1.5% Enhancement(JumpSpeed)
  • 4% Enhancement(Heal)
  • 5% FlySpeed
  • 125.9 HP (12.4%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 22.5%
  • MezResist(Held) 22.5%
  • MezResist(Immobilize) 25.3%
  • MezResist(Sleep) 24.7%
  • MezResist(Stun) 22.5%
  • MezResist(Terrorized) 24.7%
  • 22.5% (0.38 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 5% RunSpeed
  • 2% XPDebtProtection



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Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

I think both Hot Feet and Choking Cloud play to Fire/Rad's strengths of being in the middle of the fight. RI, accuracy slotting and global accuracy will make Choking Cloud hit (when it procs) and AM takes care of the end costs. If I was skipping both Hot Feet and Choking Cloud, I'd not even bother making a Fire/Rad. Otherwise Local Man is my goto build help guy.


@SBeaudway on Pinnacle, TaskForce Titans Supergroup.

 

Posted

Yeah, I have to say, Hot Feet and Choking Cloud, used together, are probably the cornerstone of a Fire/Rad controller. All the other powers really work in conjunction with this as well. RI, EF, the point blank heal, the stun on approach, the point blank cinders for emergencies, Char for wigglers that aren't held, Fire cages to keep everything in place, Lingering radiation to debuff the regen of stuff near you, AM as a point blank buff, and of course, Fire Imps eating everything up ... its a perfect fit.

I agree with SBeaudway that at this point, if I wasn't using Hot Feet and Choking Cloud, I wouldn't even make Fire/Rad.

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

I never saw the need for hot feet / choking cloud. While I agree the combo is nice, the speed at which a fire / rad wipes out things (post lvl 32) is unreal.

I usually throw a bonfire in front of me, flashfire / fire cages, maybe run up and hit a cinders after throwing lingering rad / env field / rad infection on the boss and watch the imps lay waste while sitting behind the bonfire throwing chars and fireballs...


 

Posted

Yeah, Hot Feet and Choking Cloud are the centerpiece for a Fire/Rad, around which all the other powers are based. Without Hot Feet, your only significant source of damage is Fire Imps. Fire Control gives up some control for added damage . . . compare it to Earth (with Earthquake and Quicksand instead of Hotfeet and Smoke) or Ice (Arctic Air and Shiver), both of which are low-damage sets.

One thing I did miss in my earlier post is Hasten. I consider Hasten to be highly recommended for most controllers. In the case of a Fire/Rad, Hasten will help Flashfire, Cinders and Ling Rad recharge more quickly.

I don't consider Ling Rad to be nearly as important as WindEnergy does. Yes, it is a nice power to stack with other control powers. When Flashfire+Fire Cages or Cinders are up, it really isn't needed for standard foes. But if both of those are recharging, then Fire Cages+RI+EF+LR are almost as good as a hold. The foes can't move, they have trouble hitting you (RI); when they do hit you, it is for less damage (EF) and it takes a while for them to recharge to take another shot (LR). The main problem is that it takes some time to stack 4 powers, compared to 2 (Flashfire+Fire Cages) or 1 (Cinders).

But the focus of the AoE control is to keep foes in place long enough for Hot Feet+Choking Cloud and the Imps to wipe them out. For those of you who aren't fans of Hot Feet -- try running Herostats. You'll see that in the long run and with the right playstyle, Hot Feet will be your highest damage power, even more than the Imps. And you'll kill stuff faster than three Imps can.


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

 

Posted

Quote:
Originally Posted by Local_Man View Post
Yeah, Hot Feet and Choking Cloud are the centerpiece for a Fire/Rad, around which all the other powers are based. Without Hot Feet, your only significant source of damage is Fire Imps. Fire Control gives up some control for added damage . . . compare it to Earth (with Earthquake and Quicksand instead of Hotfeet and Smoke) or Ice (Arctic Air and Shiver), both of which are low-damage sets.

One thing I did miss in my earlier post is Hasten. I consider Hasten to be highly recommended for most controllers. In the case of a Fire/Rad, Hasten will help Flashfire, Cinders and Ling Rad recharge more quickly.

I don't consider Ling Rad to be nearly as important as WindEnergy does. Yes, it is a nice power to stack with other control powers. When Flashfire+Fire Cages or Cinders are up, it really isn't needed for standard foes. But if both of those are recharging, then Fire Cages+RI+EF+LR are almost as good as a hold. The foes can't move, they have trouble hitting you (RI); when they do hit you, it is for less damage (EF) and it takes a while for them to recharge to take another shot (LR). The main problem is that it takes some time to stack 4 powers, compared to 2 (Flashfire+Fire Cages) or 1 (Cinders).

But the focus of the AoE control is to keep foes in place long enough for Hot Feet+Choking Cloud and the Imps to wipe them out. For those of you who aren't fans of Hot Feet -- try running Herostats. You'll see that in the long run and with the right playstyle, Hot Feet will be your highest damage power, even more than the Imps. And you'll kill stuff faster than three Imps can.

Never said it wasn't, just that I'm personally not that much of a fan of the power. Like I said my fire/rad has them both, but only because I bred him as a farmer. For a good portion of his life he wasn't a farmer, and I much preferred not having Hot Feet/Choking Cloud when he was a normal team runner.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Windenergy21 View Post
Never said it wasn't, just that I'm personally not that much of a fan of the power. Like I said my fire/rad has them both, but only because I bred him as a farmer. For a good portion of his life he wasn't a farmer, and I much preferred not having Hot Feet/Choking Cloud when he was a normal team runner.
I run HF+CC in all normal team missions. The tank runs in to grab aggro, and I'm not far behind. Flashfire+Fire cages, then I run in with HF+CC. Within a few seconds, the foes are held with CC or Char, and then the tank can leave this group to me/the rest of the team while he gets the next group. It is fast and efficient.


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

 

Posted

Quote:
Originally Posted by Local_Man View Post
I run HF+CC in all normal team missions. The tank runs in to grab aggro, and I'm not far behind. Flashfire+Fire cages, then I run in with HF+CC. Within a few seconds, the foes are held with CC or Char, and then the tank can leave this group to me/the rest of the team while he gets the next group. It is fast and efficient.
I know how it works, i have both on mine. Just saying if it wasn't a farm build I'd prefer to not have either in the build.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

OK after much tweaking and thought, here's my new build. Pretty happy with this so far, but still want to hear thoughts and ideas. Thanx sooo much to all who have helped so far.

Just fyi-I am a LR fan (Hazzard like AV missions). Not sure how the slotting should work on it though. What do you think Windenergy? You seem to be the LR guy.

Hasten-I had completely forgotten this in my old build. I never use it on my blaster anymore, but it really seems to work with this build. Hasten Slotting? Will this get me closer to Perma?

Fire Blast-I'm a Blaster at heart. Can't help it. I had to have my 'push button, unleash hell' blast. Will this cover that?

Helth, Stamina, and Consume slotting?

Choking Cloud slotting felt strange at first, but I really like it now. It accomplishes its goal very well.

Also, as a PBAoE type of guy, Teleport Foe just kinda felt neat

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Fire Hazzard: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Char

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Accuracy/Recharge
  • (7) Basilisk's Gaze - Recharge/Hold
  • (17) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (48) Thunderstrike - Accuracy/Damage
  • (48) Thunderstrike - Accuracy/Damage/Endurance
Level 1: Radiant Aura
  • (A) Doctored Wounds - Heal/Endurance
  • (5) Doctored Wounds - Endurance/Recharge
  • (11) Doctored Wounds - Heal/Recharge
  • (25) Doctored Wounds - Heal/Endurance/Recharge
  • (46) Doctored Wounds - Heal
  • (46) Doctored Wounds - Recharge
Level 2: Fire Cages
  • (A) Trap of the Hunter - Accuracy/Endurance
  • (3) Enfeebled Operation - Accuracy/Endurance
  • (7) Rooting Grasp - Accuracy/Endurance
  • (17) Gravitational Anchor - Chance for Hold
  • (43) Trap of the Hunter - Chance of Damage(Lethal)
  • (46) Positron's Blast - Chance of Damage(Energy)
Level 4: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (5) Efficacy Adaptor - EndMod/Recharge
  • (11) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (25) Efficacy Adaptor - Accuracy/Recharge
  • (43) Efficacy Adaptor - EndMod/Accuracy
  • (43) Recharge Reduction IO
Level 6: Radiation Infection
  • (A) HamiO:Enzyme Exposure
  • (15) HamiO:Enzyme Exposure
  • (15) HamiO:Enzyme Exposure
  • (45) Achilles' Heel - Chance for Res Debuff
Level 8: Hot Feet
  • (A) HamiO:Nucleolus Exposure
  • (9) Scirocco's Dervish - Damage/Endurance
  • (9) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (40) Tempered Readiness - Damage/Slow
  • (40) Tempered Readiness - Endurance/Recharge/Slow
  • (42) Endurance Reduction IO
Level 10: Air Superiority
  • (A) Endurance Reduction IO
Level 12: Flashfire
  • (A) Absolute Amazement - Stun
  • (13) Absolute Amazement - Stun/Recharge
  • (13) Absolute Amazement - Accuracy/Stun/Recharge
  • (19) Absolute Amazement - Accuracy/Recharge
  • (39) Absolute Amazement - Endurance/Stun
  • (40) Recharge Reduction IO
Level 14: Fly
  • (A) Freebird - +Stealth
  • (39) Freebird - FlySpeed
  • (39) Freebird - Endurance
Level 16: Swift
  • (A) Flight Speed IO
Level 18: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (19) Healing IO
  • (27) Numina's Convalescence - Heal
  • (48) Miracle - +Recovery
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (21) Endurance Modification IO
Level 22: Hasten
  • (A) Recharge Reduction IO
  • (23) Recharge Reduction IO
  • (23) Recharge Reduction IO
Level 24: Enervating Field
  • (A) Endurance Reduction IO
  • (27) Endurance Reduction IO
Level 26: Lingering Radiation
  • (A) Tempered Readiness - Accuracy/Slow
  • (36) Tempered Readiness - Accuracy/Endurance
  • (36) Tempered Readiness - Range/Slow
  • (42) Tempered Readiness - Endurance/Recharge/Slow
  • (42) Tempered Readiness - Accuracy/Damage/Slow
Level 28: Choking Cloud
  • (A) Neuronic Shutdown - Endurance/Hold
  • (29) Essence of Curare - Endurance/Hold
  • (29) Ghost Widow's Embrace - Endurance/Hold
  • (31) Lockdown - Chance for +2 Mag Hold
  • (31) Endurance Reduction IO
  • (31) Hold Duration IO
Level 30: Cinders
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (34) Basilisk's Gaze - Accuracy/Recharge
  • (36) Basilisk's Gaze - Recharge/Hold
  • (37) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (37) Lockdown - Recharge/Hold
  • (37) Lockdown - Accuracy/Endurance/Recharge/Hold
Level 32: Fire Imps
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (33) Expedient Reinforcement - Accuracy/Damage
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (33) Expedient Reinforcement - Endurance/Damage/Recharge
  • (34) Soulbound Allegiance - Damage/Recharge
  • (34) Soulbound Allegiance - Chance for Build Up
Level 35: Recall Friend
  • (A) Recharge Reduction IO
Level 38: Mutation
  • (A) Recharge Reduction IO
Level 41: Teleport Foe
  • (A) Recharge Reduction IO
Level 44: Fire Blast
  • (A) Apocalypse - Damage
  • (45) Apocalypse - Accuracy/Recharge
  • (45) HamiO:Nucleolus Exposure
Level 47: Rise of the Phoenix
  • (A) Recharge Reduction IO
Level 49: Consume
  • (A) Performance Shifter - EndMod
  • (50) Performance Shifter - EndMod/Recharge
  • (50) Performance Shifter - EndMod/Accuracy/Recharge
  • (50) Performance Shifter - Accuracy/Recharge
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Containment
Level 6: Ninja Run


 

Posted

OK, I took your build a made a few minor changes. Air Sup needs a minimum of some decent accuracy, not EndRdx. The slots I pulled out of Radiant Aura and Flashfire have minimal reductions in Recharge, but add a lot to Air Sup. I also changed your slotting in Choking Cloud by adding some of the Purple Unbreakable Constraints . . . more Recovery offsets the small reduction in EndRdx, and you get a damage proc that does a lot -- expensive, though.

I'm not crazy about your choices from 35 on, but I didn't change them. I prefer Bonfire, EM Pulse and the Psi pool for Indombidible Will. I think you can get by with fewer slots in Ling Rad, but I didn't change that. Here is my suggested changes:

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire Hazzard: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(17), Thundr-Acc/Dmg(48), Dmg-I(48)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(46)
Level 2: Fire Cages -- TotHntr-Acc/EndRdx(A), Enf'dOp-Acc/EndRdx(3), RtngG-Acc/EndRdx(7), GravAnch-Hold%(17), TotHntr-Dam%(43), Posi-Dam%(46)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(25), Efficacy-EndMod/Acc(43), RechRdx-I(43)
Level 6: Radiation Infection -- HO:Enzym(A), HO:Enzym(15), HO:Enzym(15), Achilles-ResDeb%(45)
Level 8: Hot Feet -- HO:Nucle(A), Sciroc-Dmg/EndRdx(9), Sciroc-Acc/Dmg/EndRdx(9), TmpRdns-Dmg/Slow(40), TmpRdns-EndRdx/Rchg/Slow(40), EndRdx-I(42)
Level 10: Air Superiority -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(46)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(19), Amaze-EndRdx/Stun(39)
Level 14: Fly -- Frbd-Stlth(A), Frbd-Fly(39), Frbd-EndRdx(39)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Heal-I(19), Numna-Heal(27), Mrcl-Rcvry+(48)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(27)
Level 26: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(36), TmpRdns-Rng/Slow(36), TmpRdns-EndRdx/Rchg/Slow(42), TmpRdns-Acc/Dmg/Slow(42)
Level 28: Choking Cloud -- UbrkCons-EndRdx/Hold(A), EoCur-EndRdx/Hold(29), G'Wdw-EndRdx/Hold(29), Lock-%Hold(31), UbrkCons-Dam%(31), UbrkCons-Acc/Hold/Rchg(31)
Level 30: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(37), Lock-Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(37)
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%(34)
Level 35: Recall Friend -- RechRdx-I(A)
Level 38: Mutation -- RechRdx-I(A)
Level 41: Teleport Foe -- RechRdx-I(A)
Level 44: Fire Blast -- Apoc-Dmg(A), Apoc-Acc/Rchg(45), HO:Nucle(45)
Level 47: Rise of the Phoenix -- RechRdx-I(A)
Level 49: Consume -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc/Rchg(50), P'Shift-Acc/Rchg(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 6: 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

Excellent. And thank you again, sir

I wasn't sure how often Air Sup would actually come up. I had it slotted as more of a filler than anything else. I will certainly make these changes.

LR-Again, I like this one, but I'm really not sure about the slotting.

My choices from 35 up are admittedly, 'weak'. But, most of them are there to fill gaps in or to compliment the powers of groups that I regularly team with. I pushed most of them off to the 'end' to make sure that I could fit the 'core powers' into my build.

I'm trying to keep my 'optimization' within certain parameters. I already have a 50, so it's not a leveling race to the end. Speaking of which, it's time to respec my 50. Anyone know anything about ice/ice blasters? lol


 

Posted

Lingering radiation you want to keep the slots in it. With the build suggested and the one I'll show you I use (not all powers the same but shows you slotting ideas) It has perma hasten/AM (fyi 3 recharges in hasten), and when doing that the 5 tempered readiness (3.75% recharge, not much but all goes into getting AM/Hasten perma, 1.5% recovery and .09% max end is helpful too) and the recharge will let you get it just passed perma, which is very useful.

If you needed to get by on 5 slots 4 PotT and a recharge could be sufficient.

Now keep a note, both your and local man's builds, use purples, so you can't slot those until level 50, and are very expensive, so not sure if you have money banked up etc. Basalisks gaze, 10-20 mil, the one is 100 mil.

AM, you want that last efficacy adaptor. I know, I'd like it if the set had more recharge reduction for the full set too, but its important to finish it off for the 5% recharge bonus, adding more to keep it/hasten perma anyways.

TP foe, you won't need for anything, ever pretty much. Its only uses really are for devices/traps, and PvP.


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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Char -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(37), Hold-I(37)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(17), Dct'dW-Rchg(40)
Level 2: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(50), TotHntr-Dam%(50)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(17), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(43)
Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(11), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-ToHitDeb/EndRdx(19)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(11)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(19)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(21), TmpRdns-Rng/Slow(21), TmpRdns-EndRdx/Rchg/Slow(34), TmpRdns-Acc/Dmg/Slow(34), RechRdx-I(46)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(23), P'Shift-EndMod/Acc(45)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Hot Feet -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Dmg/EndRdx(27), Armgdn-Dam%(34), Sciroc-Dam%(36), ImpSwft-Dam%(36)
Level 28: Choking Cloud -- EoCur-EndRdx/Hold(A), G'Wdw-EndRdx/Hold(29), NrncSD-Dam%(29), G'Wdw-Dam%(45), UbrkCons-Dam%(45), Para-EndRdx/Hold(46)
Level 30: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(46)
Level 32: Fire Imps -- CmdPres-Acc/Dmg(A), CmdPres-Acc/Dmg/EndRdx(33), BldM'dt-Acc/Dmg(33), BldM'dt-Dmg(33)
Level 35: Assault -- EndRdx-I(A)
Level 38: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(39), LkGmblr-Rchg+(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(43)
Level 44: Rock Armor -- LkGmblr-Rchg+(A)
Level 47: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Rchg(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:

  • 2.5% DamageBuff(Smashing)
  • 2.5% DamageBuff(Lethal)
  • 2.5% DamageBuff(Fire)
  • 2.5% DamageBuff(Cold)
  • 2.5% DamageBuff(Energy)
  • 2.5% DamageBuff(Negative)
  • 2.5% DamageBuff(Toxic)
  • 2.5% DamageBuff(Psionic)
  • 3.15% Max End
  • 92.5% Enhancement(RechargeTime)
  • 1.5% Enhancement(RunSpeed)
  • 8% Enhancement(Heal)
  • 1.5% Enhancement(FlySpeed)
  • 1.5% Enhancement(JumpHeight)
  • 1.5% Enhancement(JumpSpeed)
  • 72% Enhancement(Accuracy)
  • 5% FlySpeed
  • 68.7 HP (6.75%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Immobilize) 2.75%
  • MezResist(Terrorized) 4.4%
  • 28% (0.47 End/sec) Recovery
  • 20% (0.85 HP/sec) Regeneration
  • 13.2% Resistance(Fire)
  • 13.2% Resistance(Cold)
  • 1.26% Resistance(Toxic)
  • 1.26% Resistance(Psionic)
  • 10% RunSpeed



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Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Morik_NA View Post
Excellent. And thank you again, sir

I wasn't sure how often Air Sup would actually come up. I had it slotted as more of a filler than anything else. I will certainly make these changes.

LR-Again, I like this one, but I'm really not sure about the slotting.

My choices from 35 up are admittedly, 'weak'. But, most of them are there to fill gaps in or to compliment the powers of groups that I regularly team with. I pushed most of them off to the 'end' to make sure that I could fit the 'core powers' into my build.

I'm trying to keep my 'optimization' within certain parameters. I already have a 50, so it's not a leveling race to the end. Speaking of which, it's time to respec my 50. Anyone know anything about ice/ice blasters? lol
I view Ling Rad as part of the trio of debuffs that are core to Rad, but I would probably consider it to be the least important . . . until running into an AV. With a Fire/Rad, the Slow Run Speed has no effect when you have Fire Cages coming up every few seconds. The Regen debuff has little effect on standard foes, but is most useful against high Regen foes like AVs (who resist the debuff, but it still has an effect). The Recharge Debuff is the most important, but only after the first attack. RI keeps them from hitting you as often, and EF reduces the damage they do even when they do hit you.

Ling Rad has a 30 sec duration with a 90 sec Recharge and it requires a ToHit. I consider the most important enhancements to be Accuracy and Recharge. The Recharge and Regen debuffs can't be enhanced, and the 75% Run Speed debuff can hit the 90% cap with very little enhancement. And think of how this power is used. If you use Fire Cages a lot, the Run Speed is useless. I usually lead off with Flashfire and Fire Cages, and then might apply EF, LR and RI on tough foes. On easier groups, I just use EF to buff the team's damage. By the time LR's 30 seconds are up, it is probably time to move on to the next group. So, recharge is mostly needed to make LR ready for the next group.

If I have a build with lots of Recharge and Accuracy bonuses, I find that I can get by with a single Acc in the default slot. Look at the Slow sets. Very little Recharge, and the Damage in them is worthless in this power. The bonuses are fairly small, so you may be able to get better bonuses by using those slots in other powers.

If I want to spend 5 slots on LR, I go with Acc/Slow and EndRdx/Rech/Slow from Tempered Readiness, and then 1 common Accuracy and two common Recharge -- but that's assuming no global Acc or Recharge bonuses. On most builds, I can drop a slot or two quite easily and still be very effective.


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

Just a note on the purples here.

I actually have 2 'final builds' for all of my characters. A cheap build and an expensive build. I generally finish up the cheap build while slowly working towards the expensive build. With the Incarnate system coming up, I'll probably be playing my higher level guys more. that should help me with the cash towards some of my pricier builds.

OK, another note I actually have several 'final builds' for all of my characters. I build them in stages. These stages are:
1 - 12
13 - 24
25 - 35
36 - 45
Cheap Final
Expensive Final

I am a MAJOR altoholic. Building them this way allows me to play each to a 'stopping point' and then switch to another for a while. This is also the reason that after 5 years, I only have 1 lvl 50! lol


 

Posted

Quote:
Originally Posted by Local_Man View Post
I view Ling Rad as part of the trio of debuffs that are core to Rad, but I would probably consider it to be the least important . . . until running into an AV. With a Fire/Rad, the Slow Run Speed has no effect when you have Fire Cages coming up every few seconds. The Regen debuff has little effect on standard foes, but is most useful against high Regen foes like AVs (who resist the debuff, but it still has an effect). The Recharge Debuff is the most important, but only after the first attack. RI keeps them from hitting you as often, and EF reduces the damage they do even when they do hit you.

Ling Rad has a 30 sec duration with a 90 sec Recharge and it requires a ToHit. I consider the most important enhancements to be Accuracy and Recharge. The Recharge and Regen debuffs can't be enhanced, and the 75% Run Speed debuff can hit the 90% cap with very little enhancement. And think of how this power is used. If you use Fire Cages a lot, the Run Speed is useless. I usually lead off with Flashfire and Fire Cages, and then might apply EF, LR and RI on tough foes. On easier groups, I just use EF to buff the team's damage. By the time LR's 30 seconds are up, it is probably time to move on to the next group. So, recharge is mostly needed to make LR ready for the next group.

If I have a build with lots of Recharge and Accuracy bonuses, I find that I can get by with a single Acc in the default slot. Look at the Slow sets. Very little Recharge, and the Damage in them is worthless in this power. The bonuses are fairly small, so you may be able to get better bonuses by using those slots in other powers.

If I want to spend 5 slots on LR, I go with Acc/Slow and EndRdx/Rech/Slow from Tempered Readiness, and then 1 common Accuracy and two common Recharge -- but that's assuming no global Acc or Recharge bonuses. On most builds, I can drop a slot or two quite easily and still be very effective.
That depends on how you use it and what you want out of it. As mentioned, that 3.75% recharge buff is not the largest, but it is all combining to your grand total to keep am/hasten perma. The 1.5% and .09%max end helps. The slotting gets good acc, enough rech, some end (which the power does use quite a bit especially during AV battles). The slow on it, i've found VERY useful. You may have fire cages, but they are not always the optimum of what you want. The "dam" is only in the acc/dam/slow, you're not missing out much because it's there.

Or as mentioned if you go the other slotting, with the 4 pacing of the turtles and the recharge, you save a slot, get most of the stats you need, and a 9% acc bonus. You may think "well I have RI", but that doesn't help if you are quickly starting the fight with a flashfire or cinders, or it gets detoggled and you need to pop off one of them really quickly. As mentioned slotting either of these ways also lets you get some end reduction in the power as well, which can be very helpful.

Additionally, with half decent teams, its a fast animating, high debuff power. Lots of times I don't even need to use flashfire/cinders, and can, and do just use the debuffs and LR, and it works just fine. You never know when there is another mob that will show up as well. In situations where you've exhausted FF/Cinders, its good to snag the incoming mob with LR. This way they are slowed and debuffed, so its not a full hold but still pretty effective. By doing this (they are severely slowed, but not using fire cages), they will be debuffed, but by not using fire cages, they still take a good while to get to the team, but because you didn't use fire cages, you can very easily lose aggro with anyone near them, so the slowly incoming damage isn't all going directly to you, spreading out their "love" between the team.

Ideally, you want more than just one accuracy in the power anyways. With either slotting you're getting at least 53%, or 73% acc, and you'll want at least 2 recharges on it. That's 4 slots minimum I'd say for the power anyways, so by adding another slot, getting even just the 9% acc bonus from PotT, or 2 slots and getting the endurance and recharge bonuses, you're also getting some decent endurance, range, and lots of slow speed enhanced in the power, which are all really big helps.


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I'm responding to you, but I'm not intending to sound critical -- everyone has their own playstyle.

Quote:
Originally Posted by Windenergy21 View Post
That depends on how you use it and what you want out of it. As mentioned, that 3.75% recharge buff is not the largest, but it is all combining to your grand total to keep am/hasten perma. The 1.5% and .09%max end helps. The slotting gets good acc, enough rech, some end (which the power does use quite a bit especially during AV battles). The slow on it, i've found VERY useful. You may have fire cages, but they are not always the optimum of what you want. The "dam" is only in the acc/dam/slow, you're not missing out much because it's there.

Or as mentioned if you go the other slotting, with the 4 pacing of the turtles and the recharge, you save a slot, get most of the stats you need, and a 9% acc bonus. You may think "well I have RI", but that doesn't help if you are quickly starting the fight with a flashfire or cinders, or it gets detoggled and you need to pop off one of them really quickly. As mentioned slotting either of these ways also lets you get some end reduction in the power as well, which can be very helpful.

Additionally, with half decent teams, its a fast animating, high debuff power. Lots of times I don't even need to use flashfire/cinders, and can, and do just use the debuffs and LR, and it works just fine. You never know when there is another mob that will show up as well. In situations where you've exhausted FF/Cinders, its good to snag the incoming mob with LR. This way they are slowed and debuffed, so its not a full hold but still pretty effective. By doing this (they are severely slowed, but not using fire cages), they will be debuffed, but by not using fire cages, they still take a good while to get to the team, but because you didn't use fire cages, you can very easily lose aggro with anyone near them, so the slowly incoming damage isn't all going directly to you, spreading out their "love" between the team.

Ideally, you want more than just one accuracy in the power anyways. With either slotting you're getting at least 53%, or 73% acc, and you'll want at least 2 recharges on it. That's 4 slots minimum I'd say for the power anyways, so by adding another slot, getting even just the 9% acc bonus from PotT, or 2 slots and getting the endurance and recharge bonuses, you're also getting some decent endurance, range, and lots of slow speed enhanced in the power, which are all really big helps.
Actually, the Slow sets also have a Dam/Slow as well as the Acc/Dam/Slow. I like to use that one in Hot Feet.

I can't think of too many times that I would want a Slow (moving slowly) over an Immobilize (can't move at all), except where the Slow is combined with an Afraid, as in Hot Feet . . . but Hot Feet has its own Slow, so one application of unenhanced LR easily goes far past the cap. For a fast moving team, Fire Cages animates faster than Ling Rad and recharges a LOT faster. Sure, the Recharge debuff in Ling Rad is nice, but only if the foes last long enough to get off more than 1 shot of any particular power -- otherwise, it provides no benefit. Also, my Fire Cages has a bunch of procs that have a chance to do damage and a Chance to Hold. (In the case of Slow+Afraid, the foes slowly try to run away rather than attack most of the time, but if you Immobilize them, they are more likely to attack. However, Immobilizing them will keep them in range of HF+CC, allowing the hold to hit while they take more damage. That's a trade-off that I'm willing to make, since I have a heal as well.)

The question to me is whether those slots from Ling Rad could be used in another power to provide a greater amount of enhancement. In most builds, I can probably find somewhere else to put those slots to get me a 5%, 6.25% or even 7.5% recharge. For example, 5 Crushing Impacts in Air Sup would give 5% recharge. Plus that Crushing Impact set gives more global Accuracy, helping Ling Rad hit.

With the right kind of build, a single accuracy is enough in Ling Rad. In my Perma-PA Ill/Rad build, I have enough Global Accuracy and Recharge to give Ling Rad a 162% chance to hit and Recharge in about 29.4 seconds with only a single common Accuracy in the default slot. If you want to see the build, it is near the end of the thread in my Ill/Rad guide.


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Posted

Quote:
Originally Posted by Local_Man
Actually, the Slow sets also have a Dam/Slow as well as the Acc/Dam/Slow. I like to use that one in Hot Feet.
I know, but with LR, you're not using that one.

Quote:
I can't think of too many times that I would want a Slow (moving slowly) over an Immobilize (can't move at all), except where the Slow is combined with an Afraid, as in Hot Feet . . . but Hot Feet has its own Slow, so one application of unenhanced LR easily goes far past the cap. For a fast moving team, Fire Cages animates faster than Ling Rad and recharges a LOT faster. Sure, the Recharge debuff in Ling Rad is nice, but only if the foes last long enough to get off more than 1 shot of any particular power -- otherwise, it provides no benefit. Also, my Fire Cages has a bunch of procs that have a chance to do damage and a Chance to Hold. (In the case of Slow+Afraid, the foes slowly try to run away rather than attack most of the time, but if you Immobilize them, they are more likely to attack. However, Immobilizing them will keep them in range of HF+CC, allowing the hold to hit while they take more damage. That's a trade-off that I'm willing to make, since I have a heal as well.)
You're looking at it all wrong, its not "don't get fire cages, LR is all you'll need". Not by a long shot, its in addition, and depending on the situation, like one I mentioned above in a previous post.

As to the single accuracy, I've already explained the extra benefits of the added end redux/slow/range in the power. Not "necessary" but all are very nice additions. There are the bonuses, as well as the actual enhancing in the power. There is as well exemplaring, and leveling up where those slots help ot more as well.

There are also situations, like the vast DE missions where the fungi cast their eminators, making flashfire/fire cages/ cinders useless, where LR works straight from the get-go.


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