Contro Fire/rad/psi
Similar to my Fire/Rad/Psi build (which I attached).
Comments:
I'd use Sprint, with a +Fly if you fly over Hurdle.
I am also considering that Hot Feet slotting. The end cost might be a bit high.
You can use a Perf Shifter +End Mod and +End Mod/Acc (instead of the the 2 generics) to get capped end mod and some set bonuses.
I feel Choking Cloud ought to have capped (red) Hold and some accuracy. I'd drop a proc for the Hammi Acc/Mez.
I like the 4 set Expedient Reinforcement in the Imps for the recharge.
I like to 6 slot Psi Tornado. Either a Recharge, Recharge/End or End depending on the set you're using and end issues.
Regardless, you'll have a blast. Enjoy!
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@SBeaudway on Pinnacle, TaskForce Titans Supergroup.
Respect
Just a couple general thoughts..
With your current slotting, Accelerate Metabolism is not quite perma. It's close, but not there. Fire/Rad burns endurance like crazy, even with 100% uptime on AM. I wouldn't want to miss out on even a few seconds of AM.
Hot Feet isn't slotted for nearly enough End Reduction. All those procs are nice, but you'll be burning a lot of unnecessary endurance to support them.
You can pick up more recharge easily. First, by dropping Recall Friend for Combat Jumping and slotting a LotG +rech, then by exchanging Air Superiority for Hover and putting another LotG in that.
Already mentioned by SBeaudway, but I agree 100% with slotting some accuracy into Choking Cloud.
Is this a good idea to slot Chocking cloud with +damages? Or Basilic set is better (like SBeaudway)
new version
I really don't like hover :') but Combat jumping is a pretty good idea.
Thank you SBeaudway I greatly inspired by your build
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I like a lvl 50 Acc/Recharge/Hold instead of the Basilisk End/Recharge/Hold in EM Pulse and Cinders, but that's me. I'm not sure the +5% status resist does much.
I still prefer the 4 slot Expedient Reinforcement set for the Imps for the +recharge and add a Souldbound Acc/Dam/Recharge and possibly the build up proc. I think the +resist and +defense auras are over-rated unless you have other +resist/+defense shields to stack with them.
I only suggest a Basilisk set in Choking Cloud if you must have the +recharge bonus. A better frankenslot is Hammi Acc/Mez, Unbreakable Constraint End/Hold, Unbreakable Constraint damage proc, Lockdown hold proc, Lockdown Acc/End/Recharge/Hold, Ghost End/Hold.
At any rate. If you can afford it. It will be awesome, and I find, the most fun all around CoH character I have played. Even SO'ed it was great!
@SBeaudway on Pinnacle, TaskForce Titans Supergroup.
I am not sure to keep EM pulse. I use it very rarely but if I remove it I don't know what kind of power I can take.
For Imps, yeah you seem to be right. About res&def, I've never tested it seemed nice on paper. With recharge slot it is true its resists less but they can be invoked as soon after death.
Last question about fire cage. Have you ever test with dmg slot (like positron's blast) ?
Thanks you. And sorry about my english skills :')
I'll prepare my latest build based on your opinion and my influence.
EM Pulse is one of the best holds in the game. It activates quickly, has a huge radius, lasts a long time. It stops your ability to recovery endurance (but does not drain endurance) for a few seconds. This makes EM Pulse a great "panic button" power, but not necessarily something you use on a regular basis. In an emergency, you can pop Cinders and EM Pulse, and the combination will hold bosses. While EM Pulse is not an essential power, it is very nice to have.
For the Fire Imps: The Resistance and Defense procs are less effective for the Imps because they are little monkeys hopped up on crack -- they run around so much, they often run out of the area of effect. Plus, unless you have more Resistance or more Defense to stack, the little bit from the procs doesn't do much. If you were Fire/Therm, I'd say to get the Resistance procs. But for a Fire/Rad, Recharge will probably do more, as you will be able to re-summon the Imps when one or more die.
Fire Cages: In spite of the appearance, Fire Cages doesn't do much damage. Overall, damage procs in the power will add up to more damage than slotting for damage itself. So, if you want to maximize damage, slot it up for Accuracy and EndRdx, then add some procs.
The same is not true for powers with decent damage in them, like Char or Hot Feet. Slotting damage in these powers will generally get you more damage than procs. The only exception to this might be the procs from purple sets which hit 33% of the time instead of 20% or less. Procs will only add more damage after you have already capped the damage in the power.
SBaudway's advice above is very good.
Hot Feet needs to cap EndRdx, then Damage and add a little Accuracy. A little Slow is nice, too, as the slow will keep foes in the area longer, to give Choking Clous more chances to hit. My cheap slotting is Dam/End and Acc/Dam/End from Scirocco, Dam/Slow and EndRdx/Rech/Slow from Tempered Readiness, Acc/Dam Hami-O and a common EndRdx. That can improve with purples.
Similarly, Choking Cloud needs capped EndRdx and Hold. See my Ill/Rad guide for an explanation of how Choking Cloud works and some alternative slotting. Having capped Hold is important, as it will extend the hold over more pulses, giving you a better chance of extending the hold. Only add procs after EndRdx and Hold are capped, and then the first proc to add should be the Lockdown +2 Mag. Because of the way CC works, this proc is especially effective in Choking Cloud. Getting some accuracy in CC isn't as important as this proc, but a little bit of accuracy is nice. The goal with CC is to keep foes in the area of effect for as long as possible, to allow more chances for pulses to hit. Pulses come every 5 seconds.
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
Thx Local_Man for these advices.
I think I will stick to SBeaudway build. Actually, 2,17end/sec but perma-AM (recovery = 4,29end/sec).
About Mind-over-Body it's maybe crazy to slot with 3HOs, I might change it.
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Generally speaking, what amount of net recovery over your toggles do you shoot for on a fire/rad? My final build is a little under +2.0 net, although I do have the +end proc in stamina.
@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)
I need your advice on how to build a contro fire / rad / psi (it's an ambitious and expensive build).
Hero Plan by Mids' Hero Designer 1,707
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Kakawait: Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char
- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (3) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (5) Basilisk's Gaze - Recharge/Hold
- (5) Basilisk's Gaze - Endurance/Recharge/Hold
Level 1: Radiant Aura- (A) Doctored Wounds - Heal/Endurance
- (7) Doctored Wounds - Endurance/Recharge
- (7) Doctored Wounds - Heal/Recharge
- (9) Doctored Wounds - Heal/Endurance/Recharge
- (9) Doctored Wounds - Heal
Level 2: Radiation Infection- (A) HamiO:Enzyme Exposure
- (11) HamiO:Enzyme Exposure
- (11) HamiO:Enzyme Exposure
- (34) Achilles' Heel - Chance for Res Debuff
Level 4: Fire Cages- (A) Gravitational Anchor - Immobilize/Recharge
- (15) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (15) Gravitational Anchor - Accuracy/Recharge
- (17) Gravitational Anchor - Immobilize/Endurance
- (17) Gravitational Anchor - Chance for Hold
Level 6: Accelerate Metabolism- (A) Efficacy Adaptor - EndMod
- (13) Efficacy Adaptor - EndMod/Recharge
- (19) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (19) Efficacy Adaptor - Accuracy/Recharge
- (21) Efficacy Adaptor - EndMod/Accuracy
- (21) Efficacy Adaptor - EndMod/Endurance
Level 8: Air Superiority- (A) Accuracy IO
Level 10: Fly- (A) Freebird - +Stealth
- (13) Freebird - FlySpeed
Level 12: Hot Feet- (A) Eradication - Chance for Energy Damage
- (23) Obliteration - Chance for Smashing Damage
- (23) Scirocco's Dervish - Chance of Damage(Lethal)
- (25) Armageddon - Chance for Fire Damage
- (25) Scirocco's Dervish - Accuracy/Damage/Endurance
- (31) Multi Strike - Accuracy/Damage/Endurance
Level 14: Flashfire- (A) Absolute Amazement - Stun
- (27) Absolute Amazement - Stun/Recharge
- (27) Absolute Amazement - Accuracy/Stun/Recharge
- (29) Absolute Amazement - Accuracy/Recharge
- (29) Absolute Amazement - Endurance/Stun
Level 16: Hurdle- (A) Jumping
Level 18: Health- (A) Miracle - +Recovery
- (31) Numina's Convalescence - +Regeneration/+Recovery
Level 20: Stamina- (A) Performance Shifter - Chance for +End
- (31) Endurance Modification IO
- (33) Endurance Modification IO
- (34) Endurance Modification IO
Level 22: Enervating Field- (A) Endurance Reduction IO
- (33) Endurance Reduction IO
Level 24: Lingering Radiation- (A) Accuracy IO
- (33) Recharge Reduction IO
Level 26: Cinders- (A) Unbreakable Constraint - Hold
- (36) Unbreakable Constraint - Hold/Recharge
- (36) Unbreakable Constraint - Accuracy/Hold/Recharge
- (36) Unbreakable Constraint - Accuracy/Recharge
- (37) Unbreakable Constraint - Endurance/Hold
Level 28: Choking Cloud- (A) Unbreakable Constraint - Chance for Smashing Damage
- (34) Paralytic - Endurance/Hold
- (37) Ghost Widow's Embrace - Chance of Damage(Psionic)
- (39) Neuronic Shutdown - Chance of Damage(Psionic)
- (39) Essence of Curare - Endurance/Hold
- (39) Ghost Widow's Embrace - Endurance/Hold
Level 30: Recall Friend- (A) Recharge Reduction
Level 32: Hasten- (A) Recharge Reduction IO
- (37) Recharge Reduction IO
- (46) Recharge Reduction IO
Level 35: Fire Imps- (A) Soulbound Allegiance - Chance for Build Up
- (40) Call to Arms - Defense Bonus Aura for Pets
- (40) HamiO:Nucleolus Exposure
- (42) HamiO:Nucleolus Exposure
- (42) Expedient Reinforcement - Resist Bonus Aura for Pets
- (42) Soulbound Allegiance - Accuracy/Damage/Recharge
Level 38: EM Pulse- (A) Basilisk's Gaze - Accuracy/Hold
- (40) Basilisk's Gaze - Accuracy/Recharge
- (43) Basilisk's Gaze - Recharge/Hold
- (43) Basilisk's Gaze - Endurance/Recharge/Hold
- (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 41: Indomitable Will- (A) Luck of the Gambler - Recharge Speed
- (45) Recharge Reduction IO
- (45) Recharge Reduction IO
- (46) Recharge Reduction IO
Level 44: Mind Over Body- (A) Impervium Armor - Resistance/Endurance
- (45) Steadfast Protection - Knockback Protection
- (46) Impervium Armor - Resistance
- (48) Impervium Armor - Resistance/Endurance/Recharge
- (50) Impervium Armor - Endurance/Recharge
Level 47: Psionic Tornado- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (50) Positron's Blast - Damage/Range
- (50) Positron's Blast - Accuracy/Damage/Endurance
Level 49: Mutation- (A) Recharge Reduction IO
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: ContainmentLevel 6: Ninja Run
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Set Bonus Totals: