Fire/Rad build advice.


DarkWanderer

 

Posted

My next project after my 2.5 (2 builds on one toon. One on the other.) builds to make and a few levels to get to finish off a couple toons will be a fire/rad. When I attempt to make a build, what to I build to. Should I just try to beef up s/l. I don't know much about controllers. So, what powers do I take, leave out, do I push recharge, recovery, regeneration?? Any help will be appreciated. If I get enough information I will post my build attempt for laughs.

-Thank You


 

Posted

In general, Controllers control. Seems obvious, I know, but a lot of people miss the point. With good control, you don't really need much Defense. For the most part, the most important stat to build on is Recharge, to get those controls up as often as possible.

If you are new to controllers, you probably need to focus more on a leveling up build than a final build. Learn what the character can do and your playstyle with it before you worry about a final build.

In general, a Fire/Rad has some powers that are essential, some that are very good to have, and a few that are skippable. Fire control essentials are: Char, Fire Cages, Hot Feet, Flashfire and Fire Imps. Cinders is highly recommended. Smoke, Bonfire and Ring of Fire are skippable -- I like Bonfire, but it is a situational power and many people skip it. Some like Smoke, but I think it is not that great. (I had it, then dropped it.) Most of those powers should be taken as soon as they are available -- Cinders can wait a little bit.

On the Rad side, Radiant Aura(no choice), AM, RI, EF, LR and for a Fire/Rad, Choking Cloud are all essential. EM pulse is recommended. Mutation is a nice Rez, but skippable. Fallout is a very situational power and should be skipped unless you really understand it and want to plan to make use of it.

I like the Psi APP set for Indomitable Will, the armor and Psi Tornado.


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

There's problems that I see. I don't know how to fix them. I don't see all the problems either. But, how does it look so far.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Fire/Rad Attempt 1 DW: Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Char -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-%Hold(5), Lock-Rchg/Hold(5)
Level 1: Radiant Aura -- Heal-I(A)
Level 2: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(21), GravAnch-Immob/Rchg(21)
Level 4: Radiation Infection -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(36), DarkWD-ToHitDeb/Rchg(37), DarkWD-ToHitDeb/EndRdx(37)
Level 6: Accelerate Metabolism -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(7), Efficacy-Acc/Rchg(7), Efficacy-EndMod/Acc/Rchg(9), Efficacy-EndMod/Rchg(9), Efficacy-EndMod(11)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(11), HO:Enzym(13), HO:Centri(13), Armgdn-Dmg/EndRdx(17), Armgdn-Dmg(17)
Level 10: Enervating Field -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-ToHitDeb%(45), Amaze-Acc/Stun/Rchg(46), Amaze-EndRdx/Stun(46), Amaze-Stun/Rchg(46)
Level 14: Combat Jumping -- Winter-ResSlow(A), Zephyr-ResKB(15), Zephyr-Travel(15)
Level 16: Super Jump -- ULeap-Jump(A)
Level 18: Swift -- Run-I(A)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(23), P'Shift-EndMod/Acc/Rchg(25), P'Shift-EndMod/Rchg(25)
Level 24: Lingering Radiation -- CtlSpd-EndRdx/Rchg/Slow(A), CtlSpd-Rng/Slow(34), CtlSpd-Acc/EndRdx(37), CtlSpd-Dmg/Slow(39), CtlSpd-Acc/Slow(40)
Level 26: Cinders -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(27), UbrkCons-Acc/Rchg(27), UbrkCons-Acc/Hold/Rchg(29), UbrkCons-Hold/Rchg(29)
Level 28: Choking Cloud -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-Rchg/Hold(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31), RechRdx-I(31)
Level 32: Fire Imps -- S'bndAl-Build%(A), S'bndAl-Dmg/EndRdx(33), S'bndAl-Acc/Rchg(33), S'bndAl-Acc/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Dmg(34)
Level 35: Fallout -- DampS-ToHitDeb/EndRdx(A), DampS-Rchg(40), DampS-ToHitDeb/Rchg/EndRdx(40), DampS-ToHitDeb(43), DampS-ToHitDeb/Rchg(43)
Level 38: EM Pulse -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-Rchg/Hold(39)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(42), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(43)
Level 44: Disruptor Blast -- FrcFbk-Rechg%(A), FrcFbk-Rchg/KB(45), FrcFbk-Rchg/EndRdx(45), FrcFbk-Dmg/EndRdx/KB(50)
Level 47: Summon Tarantula -- EdctM'r-PetDef(A), ExRmnt-Acc/Rchg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-+Res(Pets)(50), SvgnRt-PetResDam(50)
Level 49: Super Speed -- Clrty-Stlth(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 23% DamageBuff(Smashing)
  • 23% DamageBuff(Lethal)
  • 23% DamageBuff(Fire)
  • 23% DamageBuff(Cold)
  • 23% DamageBuff(Energy)
  • 23% DamageBuff(Negative)
  • 23% DamageBuff(Toxic)
  • 23% DamageBuff(Psionic)
  • 5% Defense
  • 1.25% Defense(Smashing)
  • 1.25% Defense(Lethal)
  • 0.63% Defense(Energy)
  • 0.63% Defense(Negative)
  • 5% Defense(Psionic)
  • 0.63% Defense(Melee)
  • 1.25% Defense(Ranged)
  • 1.8% Max End
  • 2% Enhancement(JumpHeight)
  • 2% Enhancement(FlySpeed)
  • 2% Enhancement(JumpSpeed)
  • 2% Enhancement(RunSpeed)
  • 7.5% Enhancement(Held)
  • 61.3% Enhancement(RechargeTime)
  • 54% Enhancement(Accuracy)
  • 10% FlySpeed
  • 87.7 HP (8.63%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 6.9%
  • MezResist(Immobilize) 3.6%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 5.25%
  • 22.5% (0.38 End/sec) Recovery
  • 56% (2.38 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 23% Resistance(Smashing)
  • 23% Resistance(Lethal)
  • 30.6% Resistance(Fire)
  • 30.6% Resistance(Cold)
  • 23% Resistance(Energy)
  • 25.5% Resistance(Negative)
  • 23% Resistance(Toxic)
  • 23% Resistance(Psionic)
  • 10% RunSpeed




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Posted

I don't have access to Mids at the moment, so I really can't see some of the details. Also, try using another color -- that color scheme is hard to read on the blue boards. (I like the Fruit Salad one.)

In terms of the power selection and order, I only have one significant comment: try moving Enervating Field back to 22. It uses a huge amount of endurance, and you can't afford to run it and Hot Feet before Stamina. That will let you move Stamina up to 20.

Some of my other suggestions go more to playstyle and optional things, and others will have different opinions. For example, I would go with Hasten/Superspeed for travel and drop CJ/SJ. I like SS for moving around with Hot Feet+Choking Cloud. Also, I would drop Fallout for Bonfire. If you are going to take Fallout, slot it as a damage power -- the debuffs in it are so high, they don't need to be enhanced -- but if you slot it for damage, then most of the foes will die and not need to be debuffed.

Char: I like to slot this with a mix of Acc, Rech, Hold and Damage. You will probably use it a ton, and some damage here is worthwhile. It deserves 6 slots. For an end-game build, there are some options: 4 Basilisk Gaze plus some damage (I like Acc/Dam and Dam/Mez Hami-Os, or Acc/Dam and a common Damage IO.) Another option, if you are willing to give up IO bonuses to maximize the power, is 1 Acc/Dam, 2 Dam/Mez, 1 Acc/Mez Hami-Os, 2 common Recharge IOs. That caps both Damage and Hold, with good accuracy and very good recharge.

Fire Cages: For leveling up, aim for Acc and EndRdx first. Then procs. However, when you get to 50, that Grav Anchor Chance for Hold proc is wonderful in this power.



Radiation Infection: Ideal slotting is 3 Enzyme (ToHit Debuff/Defense Debuff/EndRdx) Hami-Os. Your slotting of 4 Dark Watcher is my next-best choice.

Hot Feet: This needs to be slotted for capped EndRdx first, then a little Accuracy, and as much Damage as you can, and a little bit of slow is nice. SO slotting is 3 EndRdx, 2 Dam, 1 Acc. One way to slot it at level 50 -- Dam/EndRdx and Acc/Dam/EndRdx from Scirocco, Dam/Slow and EndRdx/Rech/Slow from Tempered Readiness, Acc/Dam Hami-O and common EndRdx. That caps Damage and EndRdx, with good Accuracy and some Slow. Other people have other slotting, but that one is fairly cheap-except the Hami-O, but I had a lot of them on hand.

CJ: As I said, I'd go with Hasten/SS, but if you stay with CJ/SJ, do you really need 3 slots in CJ? Take Hurdle instead of Swift (I take Hurdle with anything other than Fly) and you'll be fine. Why use an expensive Zephyr knockback in CJ, when it will take a less expensive Karma -Knockback?

SJ: No need to use a set IO single unless it is cheaper than the common, since there is no difference in the performance and no bonus for only 1.

Fitness: As I said, take Hurdle over Swift. Only 1 slot for Health, but 5 for Stamina? You should plan for some procs in Health to help with Endurance. Fire/Rad is a high endurance build, so you need to plan to boost your Recovery. Plan for a Numina and/or Miracle procs, plus either a Numina Heal or Miracle Heal. 3-4 slots in Stamina.

Enervating Field: It needs 2 EndRdx and that's it. Not Recharge! It is a toggle that recharges fairly fast. Move it to 22.

Ling Rad: It needs Acc and Rech -- it has a 30 sec duration and a 90 sec Rech. I consider this the least important of the 3 Rad Debuffs, but the -Regen is huge against AVs. Slow enhancements only affect Run Speed, and you have Fire Cages. Sometimes, I'll slot 1 acc, 2 Rech, Acc/Slow and EndRdx/Rech/Slow from Tempered Readiness to get the 1.5% Recovery bonus. With enough Global Recharge and Global Acc Bonus, you can get away with a single Acc in the default slot.

Cinders: Acc/Hold/Rech. Good power to Frankenslot leveling up.

Choking Cloud: This needs capped EndRdx and Hold, Hold especially. If you don't want to dedicate 5-6 slots to it, don't take it because it sucks if underslotted. Once you have capped EndRdx and Hold, then the first proc should be the Lockdown +2 Mag -- the unique mechanics of this power make that proc really effective. (My Illusion/Radiation Guide explains it.) I consider the combo of Choking Cloud+Hot Feet to be the key to a good Fire/Rad, but that combo uses a lot of endurance.

Hasten: That 4th slot is doing almost nothing. Move it.

Fire Imps: I like a lot of Recharge after Acc and Dam. 1-2 Acc, 3 Dam, 1-2 Rech. For IO slotting, I like 4 Expediant Reinforcement (leave out the Dam/End and the proc), plus Dam/Rech and Chance for Build Up from the Soulbound purple set at level 50.

Fallout: If you take it, slot it for damage. I like Bonfire here, with a single Rech in the default slot.

EM Pulse: I don't use it that often as I use Cinders all the time with this as a back-up/"panic button" power. Acc/Hold/Rech -- 4 slots is enough. It is not worth a Proc to me.


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

Thank you! This should be better. I made it easy to read without Mids too. Fruit Salad as you wanted.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Fire/Rad Attempt 1 DW: Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Speed
Power Pool: Concealment
Power Pool: Teleportation
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Char

  • (A) HamiO:Nucleolus Exposure
  • (5) HamiO:Peroxisome Exposure
  • (5) HamiO:Peroxisome Exposure
  • (40) HamiO:Endoplasm Exposure
  • (43) Recharge Reduction IO
  • (43) Recharge Reduction IO
Level 1: Radiant Aura
  • (A) Healing IO
Level 2: Fire Cages
  • (A) Gravitational Anchor - Chance for Hold
  • (3) Gravitational Anchor - Immobilize
  • (3) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (21) Gravitational Anchor - Accuracy/Recharge
  • (21) Gravitational Anchor - Immobilize/Recharge
Level 4: Radiation Infection
  • (A) Dark Watcher's Despair - Recharge/Endurance
  • (36) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (37) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (37) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 6: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod/Endurance
  • (7) Recharge Reduction IO
  • (7) Efficacy Adaptor - Accuracy/Recharge
  • (9) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (9) Efficacy Adaptor - EndMod/Recharge
  • (11) Efficacy Adaptor - EndMod
Level 8: Hot Feet
  • (A) Scirocco's Dervish - Damage/Endurance
  • (11) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (13) HamiO:Nucleolus Exposure
  • (13) Endurance Reduction IO
  • (17) Tempered Readiness - Damage/Slow
  • (17) Tempered Readiness - Accuracy/Damage/Slow
Level 10: Hurdle
  • (A) Jumping IO
Level 12: Flashfire
  • (A) Absolute Amazement - Stun
  • (45) Absolute Amazement - Chance for ToHit Debuff
  • (46) Absolute Amazement - Accuracy/Stun/Recharge
  • (46) Absolute Amazement - Endurance/Stun
  • (46) Absolute Amazement - Stun/Recharge
Level 14: Hasten
  • (A) Recharge Reduction IO
  • (15) Recharge Reduction IO
  • (15) Recharge Reduction IO
Level 16: Super Speed
  • (A) Celerity - +Stealth
Level 18: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (19) Miracle - +Recovery
  • (19) Regenerative Tissue - +Regeneration
  • (37) Miracle - Heal
Level 20: Stamina
  • (A) Performance Shifter - Chance for +End
  • (23) Performance Shifter - EndMod
  • (25) Performance Shifter - EndMod/Recharge
  • (25) Performance Shifter - EndMod/Accuracy
Level 22: Enervating Field
  • (A) Endurance Reduction IO
  • (23) Endurance Reduction IO
Level 24: Lingering Radiation
  • (A) Tempered Readiness - Damage/Slow
  • (39) Tempered Readiness - Accuracy/Endurance
Level 26: Cinders
  • (A) Unbreakable Constraint - Chance for Smashing Damage
  • (27) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (27) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (29) Basilisk's Gaze - Accuracy/Recharge
  • (29) Basilisk's Gaze - Accuracy/Hold
  • (36) Neuronic Shutdown - Accuracy/Hold/Recharge
Level 28: Choking Cloud
  • (A) Lockdown - Chance for +2 Mag Hold
  • (31) Ghost Widow's Embrace - Endurance/Hold
  • (31) Unbreakable Constraint - Endurance/Hold
  • (31) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (34) Neuronic Shutdown - Endurance/Hold
  • (36) Unbreakable Constraint - Hold/Recharge
Level 30: Stealth
  • (A) Luck of the Gambler - Recharge Speed
  • (40) Kismet - Accuracy +6%
  • (40) Kismet - Defense/Endurance
Level 32: Fire Imps
  • (A) Soulbound Allegiance - Chance for Build Up
  • (33) Soulbound Allegiance - Damage/Recharge
  • (33) Expedient Reinforcement - Accuracy/Recharge
  • (33) Expedient Reinforcement - Endurance/Damage/Recharge
  • (34) Expedient Reinforcement - Accuracy/Damage
  • (34) Expedient Reinforcement - Accuracy/Damage/Recharge
Level 35: Bonfire
  • (A) Recharge Reduction IO
Level 38: EM Pulse
  • (A) Lockdown - Chance for +2 Mag Hold
  • (39) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (39) Lockdown - Recharge/Hold
Level 41: Scorpion Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Shield Wall - +Res (Teleportation), +3% Res (All)
  • (42) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Defense/Endurance
  • (43) Luck of the Gambler - Defense/Recharge
Level 44: Disruptor Blast
  • (A) Force Feedback - Chance for +Recharge
  • (45) Force Feedback - Recharge/Knockback
  • (45) Force Feedback - Recharge/Endurance
  • (50) Force Feedback - Damage/Endurance/Knockback
Level 47: Summon Tarantula
  • (A) Edict of the Master - Defense Bonus
  • (48) Expedient Reinforcement - Accuracy/Recharge
  • (48) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (48) Expedient Reinforcement - Endurance/Damage/Recharge
  • (50) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (50) Sovereign Right - Resistance Bonus
Level 49: Recall Friend
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Recharge Reduction IO
Level 1: Sprint
  • (A) Jumping IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Containment
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 11.5% DamageBuff(Smashing)
  • 11.5% DamageBuff(Lethal)
  • 11.5% DamageBuff(Fire)
  • 11.5% DamageBuff(Cold)
  • 11.5% DamageBuff(Energy)
  • 11.5% DamageBuff(Negative)
  • 11.5% DamageBuff(Toxic)
  • 11.5% DamageBuff(Psionic)
  • 5% Defense
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 1.25% Defense(Ranged)
  • 2.5% Enhancement(Held)
  • 39% Enhancement(Accuracy)
  • 52.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 57.2 HP (5.63%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 5%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 7.75%
  • 31.5% (0.53 End/sec) Recovery
  • 56% (2.38 HP/sec) Regeneration
  • 23% Resistance(Smashing)
  • 23% Resistance(Lethal)
  • 28% Resistance(Fire)
  • 28% Resistance(Cold)
  • 23% Resistance(Energy)
  • 23% Resistance(Negative)
  • 23% Resistance(Toxic)
  • 23% Resistance(Psionic)
  • 15% RunSpeed

------------
Set Bonuses:
Gravitational Anchor
(Fire Cages)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Dark Watcher's Despair
(Radiation Infection)
  • 15.3 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
Efficacy Adaptor
(Accelerate Metabolism)
  • 11.4 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
Scirocco's Dervish
(Hot Feet)
  • 10% (0.42 HP/sec) Regeneration
Tempered Readiness
(Hot Feet)
  • 1.5% (0.03 End/sec) Recovery
Absolute Amazement
(Flashfire)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Miracle
(Health)
  • 2.5% (0.04 End/sec) Recovery
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Tempered Readiness
(Lingering Radiation)
  • 1.5% (0.03 End/sec) Recovery
Unbreakable Constraint
(Cinders)
  • 4% (0.07 End/sec) Recovery
Basilisk's Gaze
(Cinders)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
Ghost Widow's Embrace
(Choking Cloud)
  • 5% RunSpeed
Unbreakable Constraint
(Choking Cloud)
  • 4% (0.07 End/sec) Recovery
Luck of the Gambler
(Stealth)
  • 7.5% Enhancement(RechargeTime)
Kismet
(Stealth)
  • 1.5% (0.03 End/sec) Recovery
Soulbound Allegiance
(Fire Imps)
  • 16% (0.68 HP/sec) Regeneration
Expedient Reinforcement
(Fire Imps)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Lockdown
(EM Pulse)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
Luck of the Gambler
(Scorpion Shield)
  • 10% (0.42 HP/sec) Regeneration
  • 11.4 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Shield Wall
(Scorpion Shield)
  • 3% Resistance(All)
Force Feedback
(Disruptor Blast)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • MezResist(Terrorized) 2.75%
  • 10% (0.42 HP/sec) Regeneration
Edict of the Master
(Summon Tarantula)
  • 5% Defense
Expedient Reinforcement
(Summon Tarantula)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 10% Resistance(All)
Sovereign Right
(Summon Tarantula)
  • 10% Resistance(All)




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Posted

I took a quick look and made a few suggested changes. With more time, I might find a few other changes, but take a look at this:

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire/Rad Attempt 1 DW: Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Hero Profile:
Level 1: Char -- HO:Nucle(A), HO:Perox(5), HO:Perox(5), HO:Endo(40), RechRdx-I(43), RechRdx-I(43)
Level 1: Radiant Aura -- Numna-Heal(A), Numna-Heal/Rchg(19)
Level 2: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(21), GravAnch-Immob/Rchg(21)
Level 4: Radiation Infection -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(36), DarkWD-ToHitDeb/Rchg(37), DarkWD-ToHitDeb/EndRdx(37)
Level 6: Accelerate Metabolism -- Efficacy-EndMod/EndRdx(A), RechRdx-I(7), Efficacy-Acc/Rchg(7), Efficacy-EndMod/Acc/Rchg(9), Efficacy-EndMod/Rchg(9), Efficacy-EndMod(11)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(11), HO:Nucle(13), EndRdx-I(13), TmpRdns-Dmg/Slow(17), TmpRdns-Acc/Dmg/Slow(17)
Level 10: Hurdle -- Jump-I(A)
Level 12: Flashfire -- Amaze-Acc/Rchg(A), Amaze-Stun(45), Amaze-Acc/Stun/Rchg(46), Amaze-EndRdx/Stun(46), Amaze-Stun/Rchg(46)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Super Speed -- Clrty-Stlth(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19), Mrcl-Heal(37)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(25)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 24: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(39)
Level 26: Cinders -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(27), BasGaze-Acc/EndRdx/Rchg/Hold(27), BasGaze-Acc/Rchg(29), BasGaze-Acc/Hold(29), BasGaze-Rchg/Hold(36)
Level 28: Choking Cloud -- Lock-%Hold(A), G'Wdw-EndRdx/Hold(31), UbrkCons-EndRdx/Hold(31), UbrkCons-Dam%(31), EndRdx-I(34), UbrkCons-Hold(36)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(40), Ksmt-Def/EndRdx(40)
Level 32: Fire Imps -- S'bndAl-Build%(A), S'bndAl-Dmg/Rchg(33), ExRmnt-Acc/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg(34), ExRmnt-Acc/Dmg/Rchg(34)
Level 35: Bonfire -- RechRdx-I(A)
Level 38: EM Pulse -- HO:Endo(A), HO:Endo(39), RechRdx-I(39)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(42), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(43)
Level 44: Disruptor Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 47: Summon Tarantula -- EdctM'r-PetDef(A), ExRmnt-Acc/Rchg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-+Res(Pets)(50)
Level 49: Recall Friend -- RechRdx-I(A)
------------
Level 1: Brawl -- RechRdx-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: 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

Thank you. This is perfect. What should I do to change to the Fallout+Vengeance build. I will probably pick up mutate too. Any other ideas?


 

Posted

Quote:
Originally Posted by DarkWanderer View Post
Thank you. This is perfect. What should I do to change to the Fallout+Vengeance build. I will probably pick up mutate too. Any other ideas?
In order to fit in Fallout, Vengence (with Assault and Tactics, no choice) and Mutation, you will have to give up 5 other powers. That's a lot. Bonfire, EM Pulse are both nice but situational. Combat Jumping and Recall Friend have to go, too. But that 5th power? You would have to cut into what I would consider one of the key powers in the set for a situational power. Then you'll need to scrounge up some slots, too.

One other thing in my build above: in Choking Cloud, change the Ghost Widow End/Hold to a Lockdown End/Rech/Hold. You gain a 3% damage buff with virtually no increase in endurance cost.

It might be possible with a little slotting for Recharge to get to Perma-Hasten.


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

Should I work off of your build or redo it all together.


 

Posted

Okay. I tried to do perma-IW, but I'm lost now. I don't think I did it. Did I even do perma-AM/Perma-Hasten? What do I need to improve on the build?
Thanks,
DW

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Rech Perma IW: Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Char

  • (A) Basilisk's Gaze - Chance for Recharge Slow
  • (3) Basilisk's Gaze - Recharge/Hold
  • (3) Basilisk's Gaze - Accuracy/Recharge
  • (5) Basilisk's Gaze - Accuracy/Hold
Level 1: Radiant Aura
  • (A) Doctored Wounds - Recharge
  • (7) Doctored Wounds - Heal
  • (9) Doctored Wounds - Endurance/Recharge
  • (9) Doctored Wounds - Heal/Recharge
  • (11) Doctored Wounds - Heal/Endurance/Recharge
Level 2: Fire Cages
  • (A) Gravitational Anchor - Chance for Hold
  • (5) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (7) Gravitational Anchor - Immobilize/Recharge
  • (17) Gravitational Anchor - Accuracy/Recharge
  • (34) Gravitational Anchor - Immobilize
Level 4: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod/Endurance
  • (27) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (33) Efficacy Adaptor - Accuracy/Recharge
  • (33) Efficacy Adaptor - EndMod/Recharge
  • (33) Efficacy Adaptor - EndMod
  • (34) Efficacy Adaptor - EndMod/Accuracy
Level 6: Radiation Infection
  • (A) Dark Watcher's Despair - Chance for Recharge Slow
  • (37) Dark Watcher's Despair - To Hit Debuff
  • (37) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (37) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
Level 8: Hot Feet
  • (A) Endurance Reduction IO
  • (13) Endurance Reduction IO
  • (15) Endurance Reduction IO
  • (15) Armageddon - Chance for Fire Damage
  • (17) Fury of the Gladiator - Chance for Res Debuff
Level 10: Hasten
  • (A) Recharge Reduction IO
  • (11) Recharge Reduction IO
  • (13) Recharge Reduction IO
Level 12: Flashfire
  • (A) Absolute Amazement - Chance for ToHit Debuff
  • (19) Absolute Amazement - Stun
  • (19) Absolute Amazement - Stun/Recharge
  • (21) Absolute Amazement - Accuracy/Stun/Recharge
  • (21) Absolute Amazement - Accuracy/Recharge
Level 14: Hurdle
  • (A) Jumping IO
Level 16: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 18: Cinders
  • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (27) Basilisk's Gaze - Accuracy/Hold
  • (39) Basilisk's Gaze - Recharge/Hold
  • (39) Basilisk's Gaze - Endurance/Recharge/Hold
Level 20: Stamina
  • (A) Endurance Modification IO
  • (23) Performance Shifter - EndMod
  • (23) Performance Shifter - EndMod/Recharge
Level 22: Lingering Radiation
  • (A) Tempered Readiness - Range/Slow
  • (25) Tempered Readiness - Accuracy/Endurance
  • (36) Tempered Readiness - Accuracy/Damage/Slow
  • (46) Tempered Readiness - Endurance/Recharge/Slow
  • (50) Tempered Readiness - Accuracy/Slow
Level 24: Enervating Field
  • (A) Endurance Reduction IO
  • (25) Endurance Reduction IO
Level 26: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
Level 28: Choking Cloud
  • (A) Lockdown - Chance for +2 Mag Hold
  • (29) Basilisk's Gaze - Accuracy/Recharge
  • (29) Basilisk's Gaze - Accuracy/Hold
  • (31) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (31) Basilisk's Gaze - Endurance/Recharge/Hold
  • (31) Unbreakable Constraint - Hold
Level 30: Tactics
  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 32: Fire Imps
  • (A) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (34) Expedient Reinforcement - Accuracy/Recharge
  • (36) Expedient Reinforcement - Accuracy/Damage
  • (36) Expedient Reinforcement - Damage/Endurance
Level 35: Fallout
  • (A) Ragnarok - Chance for Knockdown
  • (39) Ragnarok - Damage/Recharge
  • (42) Ragnarok - Damage/Endurance
  • (42) Ragnarok - Damage
  • (43) Ragnarok - Accuracy/Recharge
Level 38: EM Pulse
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (40) Basilisk's Gaze - Recharge/Hold
  • (40) Basilisk's Gaze - Chance for Recharge Slow
  • (40) Basilisk's Gaze - Accuracy/Recharge
Level 41: Indomitable Will
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Recharge Reduction IO
  • (43) Recharge Reduction IO
  • (43) Recharge Reduction IO
Level 44: World of Confusion
  • (A) Coercive Persuasion - Contagious Confusion
  • (45) Coercive Persuasion - Confused
  • (45) Coercive Persuasion - Confused/Recharge
  • (45) Coercive Persuasion - Accuracy/Confused/Recharge
  • (46) Coercive Persuasion - Confused/Endurance
  • (46) Malaise's Illusions - Chance of Damage(Psionic)
Level 47: Vengeance
  • (A) Kismet - Accuracy +6%
  • (48) Kismet - Defense/Endurance/Recharge
  • (48) Kismet - Defense/Recharge
  • (48) Kismet - Endurance/Recharge
  • (50) Kismet - Defense/Endurance
  • (50) Luck of the Gambler - Recharge Speed
Level 49: Mutation
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Unbounded Leap - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Containment
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 9.5% DamageBuff(Smashing)
  • 9.5% DamageBuff(Lethal)
  • 9.5% DamageBuff(Fire)
  • 9.5% DamageBuff(Cold)
  • 9.5% DamageBuff(Energy)
  • 9.5% DamageBuff(Negative)
  • 9.5% DamageBuff(Toxic)
  • 9.5% DamageBuff(Psionic)
  • 10% Defense(Energy)
  • 10% Defense(Negative)
  • 5% Defense(Ranged)
  • 0.9% Max End
  • 1.5% Enhancement(JumpSpeed)
  • 1.5% Enhancement(RunSpeed)
  • 4% Enhancement(Confused)
  • 1.5% Enhancement(JumpHeight)
  • 121.3% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 45% Enhancement(Accuracy)
  • 1.5% Enhancement(FlySpeed)
  • 5% FlySpeed
  • 26.7 HP (2.63%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 4.15%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 4.7%
  • 31% (0.52 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 18.8% Resistance(Fire)
  • 18.8% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 5% RunSpeed
  • 1.5% XPDebtProtection




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