Fire/Rad leveling build


FallenValkyrja

 

Posted

Please Help me review my choices and slotting for a leveling build. I plan to use SO and/or standard IO until level 50.
I have been away from controllers fro a long time and been playing tanks. I am looking for something different. I still enjoy controlling the pace of the fight, but want to do it differently than as a meat-shield.
I am looking for a mix build (solo and team friendly). I am willing to go the dual build route if there are suggested builds. As you can see from my build, I am not adverse to being in the thick of things, but will remain on the outside if that is what the team requires at the time.

Here is my build, please offer suggestions on improvements. Thanks


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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Char -- Acc(A), EndRdx(3), RechRdx(9), Dmg(19), Hold(36), Hold(46)
Level 1: Radiant Aura -- EndRdx(A), Heal(11), Heal(11), Heal(15)
Level 2: Fire Cages -- Acc(A), EndRdx(3), Acc(9), Immob(15), Immob(19)
Level 4: Accelerate Metabolism -- RechRdx(A), RechRdx(5), RechRdx(5)
Level 6: Radiation Infection -- EndRdx(A), EndRdx(7), EndRdx(7), DefDeb(43), ToHitDeb(43)
Level 8: Swift -- Empty(A)
Level 10: Recall Friend -- EndRdx(A)
Level 12: Hasten -- RechRdx(A), RechRdx(13), RechRdx(13)
Level 14: Teleport -- EndRdx(A), Range(34), EndRdx(40)
Level 16: Mutation -- EndRdx(A), RechRdx(17), RechRdx(17)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Lingering Radiation -- Acc(A), Acc(23), EndRdx(23), Slow(40)
Level 24: Hot Feet -- Acc(A), EndRdx(25), EndRdx(25), EndRdx(46)
Level 26: Flashfire -- Acc(A), Acc(27), EndRdx(27), Dsrnt(37), Dsrnt(37), Dsrnt(37)
Level 28: Choking Cloud -- EndRdx(A), EndRdx(29), EndRdx(29), Hold(39)
Level 30: Air Superiority -- Acc(A), Acc(31), EndRdx(31), Dmg(31), Dmg(40)
Level 32: Fire Imps -- Acc(A), Acc(33), Acc(33), Dmg(33), Dmg(34), Dmg(34)
Level 35: Enervating Field -- EndRdx(A), EndRdx(36), EndRdx(36)
Level 38: Teleport Foe -- Acc(A), Acc(39), EndRdx(39)
Level 41: Fire Blast -- Acc(A), Acc(42), EndRdx(42), Dmg(42), Dmg(43)
Level 44: Fire Shield -- EndRdx(A), EndRdx(45), ResDam(45), ResDam(45), ResDam(46)
Level 47: Consume -- Acc(A), EndMod(48), EndMod(48), EndMod(48), RechRdx(50)
Level 49: Fire Ball -- Acc(A), Acc(50), EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run


 

Posted

You will definitely want to slot /rad with -to hit. With my fire/rad, I picked up a few lockdown sets(those procs in the fire/rad holds are nasty) for my hold powers and went with blood mandate for my imps. With that build, I can solo +2 x1 so obviously it needs work still but I can hold pretty much anything short of a gm with it. My end game is to do that, hold a gm.


 

Posted

I would slot char for acc, hold and recharge, not damage. I'd take hot feet early and slot for acc/damage and end and use that for damage. I'd slot RI for end, -tohit, -tohit, -tohit. Flashfire is your primary AOE control and ought to be earlier (usu 12), certainly before lingering rad. I like choking cloud, but I'd 6 slot it if you take it, and you might at least want to frankenslot some acc/ends in it (2xacc/end, end, 3xhold). 2 acc is good enough for Imps. Mutation only really needs one recharge. 2 end is enough for Enervating field. I'd at least 5 slot fireball and fireblast if I took them. I might not take cinders and EM pulse, but I'd take one at least for emergency use (probably em pulse).


@SBeaudway on Pinnacle, TaskForce Titans Supergroup.

 

Posted

If you want some details on the Rad powers, take a look at my Ill/Rad guide for options for slotting up your Rad powers. For a leveling up Fire/Rad build, there are a few powers that you need to take as soon as they become available: Char, Fire Cages, Flashfire, Fire Imps. I Like to take Hot Feet as soon as it becomes available, but the endurance cost is high so some people wait until after Stamina. I consider Cinders to be a high priority to take, but it can wait a little while. Ring of Fire, Smoke and Bonfire are all optional -- of those, I prefer Bonfire, but different people like different things.

On the Rad side, Radiant Aura (no choice), AM and Choking Cloud should be taken as soon as you can. RI should be taken very early. EF should be taken shortly after Stamina. LR should be fit in eventually. I recommend EM Pulse, but it is situational. Fallout and Mutation are skippable -- a rez is nice to have, but there are so many opportunities to get a rez in the game today, it really is very skippable.

Hasten is important. For travel, Fly or Super Speed are good choices. Super Speed gives you the option of some stealth, and is fast battlefields maneuvering (if you can handle it). Fly is the all around most useful. Air Superiority is a nice addition if you want to use Fly.

I have a lot of problems with your build -- both Order and slotting.

On this build, I'm not entirely comfortable with the timing of the slots, but the slotting gives you the idea of the main things to slot for. There really is no reason not to start using set IOs to fill out and Frankenslot a build once you get into the 30's, since you can get a more enhancement from frankenslotting than regular slotting.

The last power pick is my personal whim ... I like Super Speed on a Fire/Rad (I have two of them, one 50 and the other at 43.)

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

Click this DataLink to open the build!
Fire-Rad Basic: 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(27), Dmg-I(36), Dmg-I(36), EoCur-Acc/Hold/Rchg(43)
Level 1: Radiant Aura -- Heal-I(A), Heal-I(7), Heal-I(36), RechRdx-I(43)
Level 2: Fire Cages -- Acc-I(A), Acc-I(3), EndRdx-I(11), EndRdx-I(37), TotHntr-Dam%(50)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(5), EndMod-I(40), EndMod-I(42), EndMod-I(43)
Level 6: Radiation Infection -- EndRdx-I(A), ToHitDeb-I(7), ToHitDeb-I(23), ToHitDeb-I(37)
Level 8: Hot Feet -- EndRdx-I(A), EndRdx-I(9), Dmg-I(9), Acc-I(17), EndRdx-I(19), Dmg-I(19)
Level 10: Air Superiority -- Acc-I(A), Acc-I(11), Dmg-I(37), Dmg-I(50)
Level 12: Flashfire -- Acc-I(A), Acc-I(13), Dsrnt-I(13), RechRdx-I(15), Dsrnt-I(15), RechRdx-I(17)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Lingering Radiation -- Acc-I(A), RechRdx-I(27), RechRdx-I(40), RechRdx-I(46)
Level 28: Choking Cloud -- EndRdx-I(A), Hold-I(29), EndRdx-I(29), Hold-I(31), EndRdx-I(31), Hold-I(31)
Level 30: Cinders -- Acc-I(A), Acc-I(34), Hold-I(34), RechRdx-I(46), Hold-I(46)
Level 32: Fire Imps -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33), RechRdx-I(34), RechRdx-I(40)
Level 35: Bonfire -- RechRdx-I(A)
Level 38: EM Pulse -- Acc-I(A), Acc-I(39), 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), EndRdx-I(45), ResDam-I(45), ResDam-I(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 -- Empty(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

Your build does seem to have a bit of a split personality. Recall friend for teams, Air Sup for solo damage.

My personal 2 cents
-skip Fire Blast. between Fireball and your normal duties, you should be plenty busy.
-no Cinders? Between Cinders and a pulse of Choking Cloud, you'll have damn near everything locked down.
-I'm no fan of TP foe. Seems very rare that it works without aggro.

I'd ditch:
Air Sup (or ditch the teleport set and become a flier)
TP Foe
Fire Blast

and add
Cinders
Hasten
EMP (its a great panic button)

problem with FireRad is that there's too many great powers. Smoke can be very useful. Bonfire can totally save the day (or ruin it.) Fallout is great fun. In fact, personally, I'd take Fallout over Mutation. There's a dozen ways to rez a person, but only one to turn their corpse into a nuke!


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

 

Posted

Fallout is a lot of fun but make sure that you direct your teammates to try and die in the middle of the mob for maximum effect. This weekend they typically died away from the main part of the mob, reducing my fun. The nerve of them!



 

Posted

Just off the top of me head.

  1. Hotfeet is taken WAY too late. Take it as soon as it comes up. This is your primary damage mechanism. Especially at lower levels pre-stamina.
  2. Hasten is taken too early. Move it post-Stamina to reduce incidents of messy end crashes.
  3. You're better off with either Leaping or Flight for a travel pool. Yes, Recall Friend is useful in teaming. The rest are highly optional and the slots could be better spent elsewhere.
  4. Flashfire is way way late as well. Here's a link to a basic build list of powers and the levels to take them. Granted, it's for a Fire/Rad superteam, but the build works solo very nicely too.
  5. I'd also look at grabbing and slotting Cinders too. A very effective PBAoE. This way if you're *AHEM* deep in a mob and your controls slip a little *POOF*, Cinders has them held again.
  6. Both Choking Cloud and Hotfeet are underslotted. 5-slot minimum. 6-slot if you have space.



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

 

Posted

Thanks all for the help organizing my somewhat wayward build. I liked your build Local, so I hope you don't mind my copying it. I just modified it towards the end to add the fire epic powers. I also added fallout and mutation. I liked all the other comments about fallout. I added mutation to aid friends and as a thanks to fallen comrades that allowed me to use their bodies for fallout.

Here is the build I came up with. I plan on swapping out the SO that are in this build for IO as I level. Also, as inf permits I will look into the two special IOs Local suggested.


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

Click this DataLink to open the build!

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: Fire Mastery

Hero Profile:
Level 1: Char -- Acc(A), Hold(3), RechRdx(27), Dmg(36), Dmg(36), Hold(43)
Level 1: Radiant Aura -- Heal(A), Heal(7), Heal(36), RechRdx(43)
Level 2: Fire Cages -- Acc(A), Acc(3), EndRdx(11), EndRdx(37), Dmg(39)
Level 4: Accelerate Metabolism -- RechRdx(A), RechRdx(5), RechRdx(5), EndMod(39), EndMod(40)
Level 6: Radiation Infection -- EndRdx(A), ToHitDeb(7), ToHitDeb(23), ToHitDeb(37)
Level 8: Hot Feet -- EndRdx(A), EndRdx(9), Dmg(9), Acc(17), EndRdx(19), Dmg(19)
Level 10: Air Superiority -- Acc(A), Acc(11), Dmg(37), Dmg(39)
Level 12: Flashfire -- Acc(A), Acc(13), Dsrnt(13), RechRdx(15), Dsrnt(15), RechRdx(17)
Level 14: Fly -- Flight(A)
Level 16: Swift -- Flight(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Enervating Field -- EndRdx(A), EndRdx(23)
Level 24: Hasten -- RechRdx(A), RechRdx(25), RechRdx(25)
Level 26: Lingering Radiation -- Acc(A), RechRdx(27), RechRdx(40), RechRdx(43)
Level 28: Choking Cloud -- EndRdx(A), Hold(29), EndRdx(29), Hold(31), EndRdx(31), Hold(31)
Level 30: Cinders -- Acc(A), Acc(34), Hold(34), RechRdx(46), Hold(46)
Level 32: Fire Imps -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(34), RechRdx(40)
Level 35: Mutation -- RechRdx(A)
Level 38: Fallout -- RechRdx(A)
Level 41: EM Pulse -- Acc(A), Acc(42), RechRdx(42), RechRdx(42)
Level 44: Fire Ball -- Acc(A), Acc(45), Dmg(45), Dmg(45), Dmg(46)
Level 47: Fire Shield -- EndRdx(A), ResDam(48), ResDam(48), ResDam(48)
Level 49: Consume -- Acc(A), Acc(50), RechRdx(50), RechRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run



Another note. Would this build have problems if I kept all the IOs at either level 25 or 30 until I reached close to 50?


 

Posted

Quote:
Originally Posted by Zug XXX View Post
Another note. Would this build have problems if I kept all the IOs at either level 25 or 30 until I reached close to 50?
What I'd suggest, if you're doing that, is to frankenslot with cheap set IOs where available. Much more economical and better returns in the long run.

Maybe SOs at 25 and start Frankenslotting at 28-30.



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 Hyperstrike View Post
What I'd suggest, if you're doing that, is to frankenslot with cheap set IOs where available. Much more economical and better returns in the long run.

Maybe SOs at 25 and start Frankenslotting at 28-30.
I agree. SOs work at 25. Then start picking up cheap frankenslotting IOs at 30, then fill with SOs if you can't get everything you need. By 35, you should be on all IOs, either frankenslotted from sets or filled in with common IOs.

As for Fallout. Take a look at my Ill/Rad guide on the description of Fallout before you commit to it. It is one of the most situational powers in the game. Yeah, it provides a large amount of damage and a huge debuff . . . if you can use it in the right situation. But you need to slot it up if you take it.

I have it on my Earth/Rad, but I find I rarely use it . . . mainly because my Earth/Rad is so good at controlling, that teammates rarely die. When they do, they usually forget to wait for me to blow up their bodies, because they want to get back in the action.

Concept-wise, is blowing up a teammate's body very heroic? OK for a Villain, but not really for a hero.

As for the APP choice. I found after a lot of experience with my Fire/Rad that my biggest problem was getting mezzed, which resulted in dropping Hot Feet and Choking Cloud. The only set with mez protection is the Psi set with Indomidible Will. Plus, you get the benefit of a different damage type . . . anything that resists fire will usually not resist psi too. Psi Tornado puts out decent damage over time with knock-up for added control. Overall, I'm very happy with the Psi set on my Fire/Rad . . . and I have tried all of the Controller APP sets on various characters.

I really like the fire set on some characters, like my Ill/Rad and Ill/TA. But a Fire/Rad already has a bunch of damage, and that mez protection is really important.


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

The fire epic set is pretty good for a leveling build, though. Consume provides some much needed end relief until you can get some end recovery from set bonuses.

I get to use Fallout just about every time I run my Frad, but then again, I am not a fan of Things Running Smoothly. My motto is "if you ain't almost dying, you ain't living." Teams should always be pushed to their limit to make the game as exciting as possible.


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