Oh look another fire/rad!


Chaos Creator

 

Posted

I've had Scorching Duchess for quite awhile now and I find that all I use her for anymore is doing TFs with the Repeat Offenders. In order to maximize her usefulness I've created this build which manages to get Hasten a 1 second downtime and AM is permanent. I slotted a few powers for the power itself as opposed to set bonuses. Usually I'd put the full efficacy adapter set in AM but I found I could steal two slots by doing this.

I'm looking for some advice on how to slot LR as well as the empty slot in Psionic Tornado. I'm not sure what I should put there or where to move it. I may be able to afford purples but I see no point in wasting money on them when they make the slotting of the powers themselves worse. Not to mention the only reason I use them is for the recharge but with 1 second downtime on hasten and perma AM I think I'm fine for that.

So without further adieu.. Scorching Duchess.

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

Click this DataLink to open the build!

Scorching Duchess: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Char -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(15)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/Rchg(19), Dct'dW-Heal(23), Dct'dW-Rchg(36)
Level 2: Fire Cages -- GravAnch-Immob/EndRdx(A), GravAnch-Immob/Rchg(37), GravAnch-Acc/Immob/Rchg(37), GravAnch-Acc/Rchg(37), GravAnch-Hold%(39), Posi-Dam%(39)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(5), RechRdx-I(5), EndMod-I(7)
Level 6: Radiation Infection -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(7), DarkWD-Rchg/EndRdx(34), DarkWD-ToHitDeb/Rchg(46)
Level 8: Hot Feet -- M'Strk-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(11), TmpRdns-Acc/Slow(11), TmpRdns-Dmg/Slow(13), M'Strk-Dmg/EndRdx(13), M'Strk-Acc/EndRdx(15)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(46)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(40), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(42)
Level 14: Hurdle -- Jump-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43), Numna-Heal(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(23)
Level 22: Lingering Radiation -- Empty(A), Empty(50)
Level 24: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(27)
Level 26: Mutation -- RechRdx-I(A)
Level 28: Choking Cloud -- UbrkCons-EndRdx/Hold(A), UbrkCons-Acc/Hold/Rchg(29), EoCur-EndRdx/Hold(29), EoCur-Acc/EndRdx(34), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-%Hold(36)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), RedFtn-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-EndRdx/Dmg/Rchg(33), BldM'dt-Acc/Dmg/EndRdx(34)
Level 35: Fallout -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitDeb(39), DarkWD-Rchg/EndRdx(40), DarkWD-ToHitdeb/Rchg/EndRdx(40)
Level 38: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(43), GSFC-ToHit(46)
Level 41: Indomitable Will -- LkGmblr-Rchg+(A)
Level 44: Mind Over Body -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45), Aegis-ResDam(45), Aegis-ResDam/EndRdx(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg/EndRdx(A), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Dmg/EndRdx/Rng(48), Ragnrk-Acc/Dmg/Rchg(48), Posi-Dmg/Rchg(50), Empty(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
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 5.5% Defense(Energy)
  • 5.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 4.25% Defense(Ranged)
  • 3% Defense(AoE)
  • 2.25% Max End
  • 73.8% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 15% Enhancement(Accuracy)
  • 3% Enhancement(Stun)
  • 10% FlySpeed
  • 110.6 HP (10.9%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 5.25%
  • MezResist(Sleep) 5.8%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 6.35%
  • 25.5% (0.43 End/sec) Recovery
  • 22% (0.93 HP/sec) Regeneration
  • 4.73% Resistance(Fire)
  • 4.73% Resistance(Cold)
  • 15% RunSpeed




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Thanks for looking.


 

Posted

As for Ling Rad, one suggestion would be Acc/Slow and EndRdx/Rech/Slow from Tempered Readiness. That makes it a fraction of a second away from being perma, and gives you 1.5% Recovery. The Accuracy isn't quite as high as I would like, but you really, really need the Recovery.

I'd move that slot from Psi Tornado to Indomidible Will for more Recharge. It will shorten the recharge of that power from 131 seconds to 113. That's a big difference.

Your build also seems to have a spare level 9 slot. You could put a Hold in Char, or the Chance for Build Up from Decimation in 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

You're doing an awful lot of expensive frankenslotting there. Your Maneuvers and Psi Tornado slotting in particular don't make much sense to me, when you could be getting pretty nice set bonuses there.

Not really seeing the need for the standard heal IO in heal, either.

If you are interested, here is the fire/rad build that I recently (almost) finished. Went in a bit of a different direction from yours, but maybe it will be helpful to look at.

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@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)

 

Posted

And yeah, I think two pieces of tempered readiness is about the best slotting for lingering radiation. You can't enhance the really important stuff that it does, so you might as well slot for acc/rech and get the recovery bonus out of it.


@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)

 

Posted

Quote:
Originally Posted by Local_Man View Post
As for Ling Rad, one suggestion would be Acc/Slow and EndRdx/Rech/Slow from Tempered Readiness. That makes it a fraction of a second away from being perma, and gives you 1.5% Recovery. The Accuracy isn't quite as high as I would like, but you really, really need the Recovery.

I'd move that slot from Psi Tornado to Indomidible Will for more Recharge. It will shorten the recharge of that power from 131 seconds to 113. That's a big difference.

Your build also seems to have a spare level 9 slot. You could put a Hold in Char, or the Chance for Build Up from Decimation in Char.
Good catch!
I like the recharge in IW idea, and I actually thought of that soon after I posted.
I decided on the hold slot into Char as suggested.

Quote:
Originally Posted by Silencer7 View Post
You're doing an awful lot of expensive frankenslotting there. Your Maneuvers and Psi Tornado slotting in particular don't make much sense to me, when you could be getting pretty nice set bonuses there.

Not really seeing the need for the standard heal IO in heal, either.

If you are interested, here is the fire/rad build that I recently (almost) finished. Went in a bit of a different direction from yours, but maybe it will be helpful to look at.
I changed the Red Fortune double in Maneuvers to a LoTG triple
Also dropped the ragnarok from Psionic tornado for a Dam/rech detonation

Build looks like this now;
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Scorching Duchess: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Char -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(9), Hold-I(9), Decim-Acc/Dmg/Rchg(15)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/Rchg(19), Dct'dW-Heal(23), Dct'dW-Rchg(36)
Level 2: Fire Cages -- GravAnch-Immob/EndRdx(A), GravAnch-Immob/Rchg(37), GravAnch-Acc/Immob/Rchg(37), GravAnch-Acc/Rchg(37), GravAnch-Hold%(39), Posi-Dam%(39)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(5), RechRdx-I(5), Efficacy-EndMod(7)
Level 6: Radiation Infection -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(7), DarkWD-Rchg/EndRdx(34), DarkWD-ToHitDeb/Rchg(46)
Level 8: Hot Feet -- M'Strk-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(11), TmpRdns-Acc/Slow(11), TmpRdns-Dmg/Slow(13), M'Strk-Dmg/EndRdx(13), M'Strk-Acc/EndRdx(15)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(46)
Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(40), Amaze-Acc/Rchg(42), Amaze-EndRdx/Stun(42), Amaze-ToHitDeb%(42)
Level 14: Hurdle -- Jump-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43), Numna-Heal(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(23)
Level 22: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-EndRdx/Rchg/Slow(50)
Level 24: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(27)
Level 26: Mutation -- RechRdx-I(A)
Level 28: Choking Cloud -- UbrkCons-EndRdx/Hold(A), UbrkCons-Dam%(29), EoCur-EndRdx/Hold(29), EoCur-Acc/EndRdx(34), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-%Hold(36)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-EndRdx/Dmg/Rchg(33), BldM'dt-Acc/Dmg/EndRdx(34)
Level 35: Fallout -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitDeb(39), DarkWD-Rchg/EndRdx(40), DarkWD-ToHitdeb/Rchg/EndRdx(40)
Level 38: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(43), GSFC-ToHit(46)
Level 41: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(50)
Level 44: Mind Over Body -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45), Aegis-ResDam(45), Aegis-ResDam/EndRdx(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg/EndRdx(A), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Dmg/EndRdx/Rng(48), Det'tn-Dmg/Rchg(48), Posi-Dmg/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
Level 6: Ninja Run
------------
Set Bonus Totals:
  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 5.5% Defense(Energy)
  • 5.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 4.25% Defense(Ranged)
  • 3% Defense(AoE)
  • 2.25% Max End
  • 4% Enhancement(Heal)
  • 39% Enhancement(Accuracy)
  • 77.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 103 HP (10.1%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 5.25%
  • MezResist(Sleep) 5.8%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 6.35%
  • 28.5% (0.48 End/sec) Recovery
  • 22% (0.93 HP/sec) Regeneration
  • 7.25% Resistance(Fire)
  • 7.25% Resistance(Cold)
  • 1.88% Resistance(Energy)
  • 15% RunSpeed




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