Fire - Rad


dave_p

 

Posted

My latest project...a fire - rad...this is my idea for an AV solo-er, almost softcap range def without debuffs, then debuff and blow up......so what do you all think. You guys have helped enormously in the past so all assistance would be appreciated


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

Click this DataLink to open the build!

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: Fighting
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Char -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7)
Level 1: Radiant Aura -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Numna-EndRdx/Rchg(25), Numna-Heal/Rchg(25), Numna-Heal/EndRdx/Rchg(34)
Level 2: Radiation Infection -- DarkWD-Slow%(A), DarkWD-ToHitDeb/EndRdx(43), DarkWD-ToHitDeb(46), DarkWD-ToHitDeb/Rchg(46)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(48), EndMod-I(48), RechRdx-I(48), EndMod-I(50)
Level 6: Fire Cages -- TotHntr-Dam%(A), TotHntr-Immob/Acc(7), TotHntr-Acc/EndRdx(9), TotHntr-EndRdx/Immob(9), TotHntr-Acc/Rchg(15), TotHntr-Acc/Immob/Rchg(17)
Level 8: Smoke -- DarkWD-Slow%(A), DarkWD-ToHitDeb/EndRdx(17), DarkWD-ToHitDeb(19), DarkWD-ToHitDeb/Rchg(19)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(11), DefBuff-I(11), Zephyr-Travel(13), Zephyr-Travel/EndRdx(15)
Level 12: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(13)
Level 14: Enervating Field -- EndRdx-I(A), EndRdx-I(50)
Level 16: Hurdle -- Empty(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-End%(A), EndMod-I(34), EndMod-I(34)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Lingering Radiation -- P'ngTtl--Rchg%(A), P'ngTtl-EndRdx/Rchg/Slow(36), P'ngTtl-Rng/Slow(37), P'ngTtl-Acc/EndRdx(37), P'ngTtl-Dmg/Slow(37), P'ngTtl-Acc/Slow(40)
Level 26: Flashfire -- Stpfy-KB%(A), Stpfy-Stun/Rng(27), Stpfy-Acc/EndRdx(27), Stpfy-EndRdx/Stun(29), Stpfy-Acc/Rchg(29), Stpfy-Acc/Stun/Rchg(31)
Level 28: Cinders -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-Acc/Hold(31), Lock-Acc/Rchg(33), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(33)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- S'fstPrt-ResDam/Def+(A)
Level 35: Weave -- LkGmblr-Rchg+(A), DefBuff-I(36), DefBuff-I(36)
Level 38: Fire Imps -- ExRmnt-+Res(Pets)(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40)
Level 41: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Acc/Dmg(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
Level 44: Fire Ball -- Posi-Dam%(A), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(46)
Level 47: Rise of the Phoenix -- Heal-I(A)
Level 49: Bonfire -- KBDist-I(A), Dmg-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run


 

Posted

Taking a very quick gander...

Are you looking to solo only select AVs or any that you come across? Using insps & temps? Because currently, you'll get wasted by and AoE damage, plus you have no mez protection. If you solely focus on AVs w/o any of the above (and carry BFs), this should work out, but even then, why do you slot generic IOs in AM? No EMP/CC (another Lockdown mule)? And Fire Shield on top of Tough is nice to have over, say, RotP or Bonfire, esp if you're going to cherry pick AVs (which, it looks like you'll have to).

Drop Smoke. Seriously. Pick up Ring of Fire and slot Thunderstrike so you have a gapless ST chain w/Char & Fire Blast.

Also, I can't tell from your recovery #s if you have enough recovery to maintain an infinite attack chain (which is to say you recover end as fast as you can maintain a ST attack chain including the odd heal, AM & Hasten expiration, all the while keeping up your toggles including RI+EF), which again if you plan on using insps may not be a problem, but it's a good goal to shoot for. I *think* you're falling a bit short, but it's hard to tell w/o looking at each attack slotting.

Just so you know, you only need about 38% ranged def against even level AVs to cap your defenses once you hit them w/RI (which they'll resist at 75%), so you have some room to work with if you wanted to beef up your AoE def a bit.


An Offensive Guide to Ice Melee

 

Posted

Just thought I would throw out my build to give you something different to look at.




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

Click this DataLink to open the build!

Neutrina Pyrotica: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Ring of Fire

  • (A) Enfeebled Operation - Accuracy/Immobilize
  • (5) Enfeebled Operation - Endurance/Immobilize
  • (7) Enfeebled Operation - Accuracy/Endurance
  • (7) Enfeebled Operation - Accuracy/Immobilize/Recharge
Level 1: Radiant Aura
  • (A) Doctored Wounds - Heal/Endurance
  • (31) Doctored Wounds - Heal/Recharge
  • (43) Doctored Wounds - Heal/Endurance/Recharge
  • (46) Doctored Wounds - Endurance/Recharge
Level 2: Fire Cages
  • (A) Enfeebled Operation - Accuracy/Immobilize
  • (9) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (9) Enfeebled Operation - Endurance/Immobilize
  • (11) Enfeebled Operation - Accuracy/Endurance
Level 4: Accelerate Metabolism
  • (A) Endurance Modification IO
  • (11) Recharge Reduction IO
  • (40) Recharge Reduction IO
  • (43) Recharge Reduction IO
Level 6: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (13) Karma - Knockback Protection
Level 8: Hot Feet
  • (A) Eradication - Chance for Energy Damage
  • (13) Obliteration - Chance for Smashing Damage
  • (15) Armageddon - Chance for Fire Damage
  • (15) Scirocco's Dervish - Chance of Damage(Lethal)
  • (17) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (17) Multi Strike - Accuracy/Damage/Endurance
Level 10: Hasten
  • (A) Recharge Reduction IO
  • (19) Recharge Reduction IO
Level 12: Flashfire
  • (A) Absolute Amazement - Endurance/Stun
  • (19) Absolute Amazement - Stun
  • (21) Absolute Amazement - Stun/Recharge
  • (21) Absolute Amazement - Accuracy/Stun/Recharge
  • (23) Absolute Amazement - Accuracy/Recharge
Level 14: Super Speed
  • (A) Celerity - +Stealth
  • (23) Celerity - Endurance
Level 16: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (25) Kinetic Combat - Damage/Endurance
  • (25) Kinetic Combat - Damage/Recharge
  • (27) Kinetic Combat - Damage/Endurance/Recharge
Level 18: Tough
  • (A) Reactive Armor - Endurance
  • (27) Reactive Armor - Resistance
  • (29) Reactive Armor - Resistance/Endurance
  • (29) Reactive Armor - Resistance/Endurance/Recharge
Level 20: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (31) HamiO:Cytoskeleton Exposure
  • (33) HamiO:Cytoskeleton Exposure
Level 22: Hurdle
  • (A) Jumping IO
Level 24: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (33) Miracle - +Recovery
  • (34) Regenerative Tissue - +Regeneration
Level 26: Stamina
  • (A) Endurance Modification IO
  • (34) Endurance Modification IO
  • (34) Performance Shifter - Chance for +End
Level 28: Choking Cloud
  • (A) Neuronic Shutdown - Chance of Damage(Psionic)
  • (37) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (40) Unbreakable Constraint - Chance for Smashing Damage
  • (40) Endurance Reduction IO
  • (46) Endurance Reduction IO
Level 30: Radiation Infection
  • (A) HamiO:Enzyme Exposure
  • (31) HamiO:Enzyme Exposure
Level 32: Enervating Field
  • (A) Endurance Reduction IO
  • (33) Endurance Reduction IO
Level 35: Fire Imps
  • (A) Call to Arms - Defense Bonus Aura for Pets
  • (36) Edict of the Master - Defense Bonus
  • (36) Soulbound Allegiance - Damage/Endurance
  • (36) Soulbound Allegiance - Damage/Recharge
  • (37) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (37) Soulbound Allegiance - Accuracy/Recharge
Level 38: Flurry
  • (A) Kinetic Combat - Accuracy/Damage
  • (39) Kinetic Combat - Damage/Endurance
  • (39) Kinetic Combat - Damage/Recharge
  • (39) Kinetic Combat - Damage/Endurance/Recharge
Level 41: Fire Ball
  • (A) Ragnarok - Damage/Endurance
  • (42) Ragnarok - Damage
  • (42) Ragnarok - Damage/Recharge
  • (42) Ragnarok - Accuracy/Damage/Recharge
  • (43) Ragnarok - Accuracy/Recharge
Level 44: Fire Blast
  • (A) Apocalypse - Damage/Endurance
  • (45) Apocalypse - Damage
  • (45) Apocalypse - Damage/Recharge
  • (45) Apocalypse - Accuracy/Damage/Recharge
  • (46) Apocalypse - Accuracy/Recharge
Level 47: Fire Shield
  • (A) Reactive Armor - Endurance
  • (48) Reactive Armor - Resistance
  • (48) Reactive Armor - Resistance/Endurance
  • (48) Reactive Armor - Resistance/Endurance/Recharge
  • (50) Steadfast Protection - Knockback Protection
  • (50) Steadfast Protection - Resistance/+Def 3%
Level 49: Lingering Radiation
  • (A) Accuracy IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Kinetic Combat - Accuracy/Damage
  • (3) Kinetic Combat - Damage/Endurance
  • (3) Kinetic Combat - Damage/Recharge
  • (5) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Sprint
  • (A) Jumping IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Containment
Level 6: Ninja Run
------------
Set Bonus Totals:
  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 10% Defense
  • 21.8% Defense(Smashing)
  • 21.8% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 5.5% Defense(Energy)
  • 5.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 12.4% Defense(Melee)
  • 4.25% Defense(Ranged)
  • 3% Defense(AoE)
  • 6% Enhancement(Immobilize)
  • 45% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 30% Enhancement(Accuracy)
  • 106.8 HP (10.5%) HitPoints
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 12.7%
  • MezResist(Terrorized) 2.2%
  • 9.5% (0.16 End/sec) Recovery
  • 42% (1.78 HP/sec) Regeneration
  • 6.3% Resistance(Fire)
  • 6.3% Resistance(Cold)
  • 3.75% Resistance(Negative)


 

Posted

To the OP:

No offense intended, but from my view, you have skipped the core powers of a Fire/Rad (Hot Feet and Choking Cloud) and slotted your powers up for ranged defense at the expense of more effective slotting. The core strategy for a Fire/Rad is to handle large groups of lower level foes. Flashfire and Fire Cages from range, then run in with Hot Feet and Choking Cloud on, Fire Imps trailing, to hold everything and let HF and the imps kill everything. Fire Control is a weak set to use as a ranged controller. It has AoE damage, not single target damage. It is not really much of an AV killer. I'm not saying it is impossible, as with enough Insp and temp powers, you might be able to do it, but you aren't working towards the strength of the set.

Ignitros threw out an outragiously expensive build. Put enough purple sets and procs in almost any build, and it will look like a good build. But unless you have about 10 billion, I wouldn't look at his build. He made a few choices I wouldn't make, but at least he has Hot Feet and Choking Cloud.

Here's a Fire/Rad build with common IOs to show the basic powers and common slotting. There are some powers that are optional -- Fire's essential powers are Char, Fire Cages, Hot Feet, Flashfire, Fire Imps. Everything else is optional, but I would consider Cinders to be nearly essential. From Rad, Mutaion and Fallout are skippable. Maybe EM Pulse, but it is one of the best AoE holds in the game and a great Panic Button power.

Hero Plan by Mids' Hero Designer 1.707
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 -- Acc-I(A), Hold-I(3), RechRdx-I(15), Dmg-I(36), Dmg-I(37), Dmg-I(37)
Level 1: Radiant Aura -- Heal-I(A), Heal-I(15), RechRdx-I(43), Heal-I(43)
Level 2: Fire Cages -- Acc-I(A), Acc-I(3), EndRdx-I(11), EndRdx-I(23), TotHntr-Dam%(34), Posi-Dam%(34)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(5), EndMod-I(37), EndMod-I(40), EndMod-I(46)
Level 6: Radiation Infection -- ToHitDeb-I(A), ToHitDeb-I(7), EndRdx-I(7), ToHitDeb-I(39)
Level 8: Hot Feet -- EndRdx-I(A), EndRdx-I(9), Dmg-I(9), EndRdx-I(27), Acc-I(27), Dmg-I(40)
Level 10: Air Superiority -- Acc-I(A), Acc-I(11)
Level 12: Flashfire -- Acc-I(A), Acc-I(13), RechRdx-I(13), Dsrnt-I(17), RechRdx-I(17), Dsrnt-I(19)
Level 14: Fly -- Flight-I(A), Flight-I(42)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A), Heal-I(19), Heal-I(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 24: Cinders -- Acc-I(A), Acc-I(25), Hold-I(25), RechRdx-I(40)
Level 26: Bonfire -- RechRdx-I(A)
Level 28: Choking Cloud -- EndRdx-I(A), Hold-I(29), EndRdx-I(29), Hold-I(31), EndRdx-I(31), Hold-I(31)
Level 30: Lingering Radiation -- Acc-I(A), RechRdx-I(46), TmpRdns-Acc/Slow(50), TmpRdns-EndRdx/Rchg/Slow(50)
Level 32: Fire Imps -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33), Acc-I(34), RechRdx-I(43)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: EM Pulse -- Acc-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Mind Over Body -- ResDam-I(A), ResDam-I(45), EndRdx-I(45), S'fstPrt-ResKB(45)
Level 47: Psionic Tornado -- Acc-I(A), Dmg-I(48), Dmg-I(48), Dmg-I(48), RechRdx-I(50)
Level 49: Super Speed -- EndRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
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

If you want an end game build, here is one that is effective. Note that I did not seek to maximize any particular bonus. I just wanted to slot up the powers to be as effective as possible.

Hero Plan by Mids' Hero Designer 1.707
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

If you want to slot for Ranged Defense, that's fine, but you need to start with the core powers and have an understanding of how the build works first.


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

Okay, I can understand why you went for set bonuses. But, to be honest, the build is not going to do what you want it to. You've build an "I wanna be a blaster" build. Fire/Rad is not really going to perform well under those circumstances.

I echo pretty much everything Local Man said.



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

 

Posted

Quote:
Originally Posted by Local_Man View Post
To the OP:

No offense intended, but from my view, you have skipped the core powers of a Fire/Rad (Hot Feet and Choking Cloud) and slotted your powers up for ranged defense at the expense of more effective slotting. The core strategy for a Fire/Rad is to handle large groups of lower level foes. Flashfire and Fire Cages from range, then run in with Hot Feet and Choking Cloud on, Fire Imps trailing, to hold everything and let HF and the imps kill everything. Fire Control is a weak set to use as a ranged controller. It has AoE damage, not single target damage. It is not really much of an AV killer. I'm not saying it is impossible, as with enough Insp and temp powers, you might be able to do it, but you aren't working towards the strength of the set.
As rare as it is, I find I must very much disagree with you on this final point. I think Fire/Rad is one of, if not the most powerful & effective AV/GM soloing combos in the game, moreso than Ill/Rad (I've heard MM's are taking over this racket recently, but I don't play them much).

My old Fire/Rad build was optimized for no-insp, no-temp AV/GM soloing and could mow through a Pylon far faster than most scrappers or Ill/* controllers (best Pylon time on test w/even more optimized ST DPS than my live build was 4:10; my live build w/mez protection was more like 5:30, which still beats out 90% of scrapper times). On that build, I had neither HF nor CC, but I could still contribute plenty on teams, though not as quickly as now that I've switched back into a more traditional (PB)AoE-oriented build. Still, even w/just Cages, Imps & Psi 'Nado, I could jump into a x8 crowd and whittle them down pretty fast in relative safety (due to the high def).

Ill/Rad is the safer soloer because of PA, but because Fire does more damage; if you can cap your defenses (mostly ranged, but I'd recommend ~30% AoE too), you just go faster w/Fire due to the higher damaging Char+RoF+Imps (optionally, throw in Bonfire too, which ends up having a good ST DPA). As such, I think AV-soloing is absolutely the strength of the Fire/Rad combo, *as well* as AoE-based teaming builds. Good thing we have dual builds nowadays.


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by Hyperstrike View Post
Okay, I can understand why you went for set bonuses. But, to be honest, the build is not going to do what you want it to. You've build an "I wanna be a blaster" build. Fire/Rad is not really going to perform well under those circumstances.
In addition to my reply to Local above, I should point out Char & RoF slotted for damage, once containment is taken into account, has about the same DPA as a blaster's T1 or 2 blast. Of course, no defiance or BU + Aim, but then blasters don't get AM, EF or LR (yes, I'm counting -regen as part of overall "effective" DPS) by themselves either, nor pets. I've never seen a definitive fastest Pylon time by a blaster--I imagine w/insps they can beat the fastest Fire/Rad, but w/o, I don't see it happening because of the slowness of Aid Self (self-heal is pretty much mandatory even w/def cap), and the whole no -regen thing.

BTW, if your point is that a Fire/Kin (or Storm) would do even a better job as a blastroller, I'd agree, but Fire/Rad is safer to do it with.


An Offensive Guide to Ice Melee

 

Posted

Yikes, I might have to take back what I said about Fire >> Ill. Frosticus just posted an absolutely insane time on the pylon results thread (which I hadn't been paying attention to in a couple of months, but his thread made me check it) w/an Ill/Cold/Ice build. Not sure it was the Ill (no psi resists for the pylons) or the Cold part tho to be honest. I suppose Ill allows you to build for things other than def, like rech & a stronger ST attack chain, but those numbers were just unreal.


An Offensive Guide to Ice Melee