Fire/Rad build advice.
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
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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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
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
- (A) Healing IO
- (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
- (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
- (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
- (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
- (A) Jumping IO
- (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
- (A) Recharge Reduction IO
- (15) Recharge Reduction IO
- (15) Recharge Reduction IO
- (A) Celerity - +Stealth
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Miracle - +Recovery
- (19) Regenerative Tissue - +Regeneration
- (37) Miracle - Heal
- (A) Performance Shifter - Chance for +End
- (23) Performance Shifter - EndMod
- (25) Performance Shifter - EndMod/Recharge
- (25) Performance Shifter - EndMod/Accuracy
- (A) Endurance Reduction IO
- (23) Endurance Reduction IO
- (A) Tempered Readiness - Damage/Slow
- (39) Tempered Readiness - Accuracy/Endurance
- (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
- (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
- (A) Luck of the Gambler - Recharge Speed
- (40) Kismet - Accuracy +6%
- (40) Kismet - Defense/Endurance
- (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
- (A) Recharge Reduction IO
- (A) Lockdown - Chance for +2 Mag Hold
- (39) Lockdown - Accuracy/Endurance/Recharge/Hold
- (39) Lockdown - Recharge/Hold
- (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
- (A) Force Feedback - Chance for +Recharge
- (45) Force Feedback - Recharge/Knockback
- (45) Force Feedback - Recharge/Endurance
- (50) Force Feedback - Damage/Endurance/Knockback
- (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
- (A) Recharge Reduction IO
Level 1: Brawl
- (A) Recharge Reduction IO
- (A) Jumping IO
- (A) Recharge Reduction IO
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)
(Radiation Infection)
- 15.3 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 5% Enhancement(RechargeTime)
(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)
(Hot Feet)
- 10% (0.42 HP/sec) Regeneration
(Hot Feet)
- 1.5% (0.03 End/sec) Recovery
(Flashfire)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Health)
- 2.5% (0.04 End/sec) Recovery
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Lingering Radiation)
- 1.5% (0.03 End/sec) Recovery
(Cinders)
- 4% (0.07 End/sec) Recovery
(Cinders)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
(Choking Cloud)
- 5% RunSpeed
(Choking Cloud)
- 4% (0.07 End/sec) Recovery
(Stealth)
- 7.5% Enhancement(RechargeTime)
(Stealth)
- 1.5% (0.03 End/sec) Recovery
(Fire Imps)
- 16% (0.68 HP/sec) Regeneration
(Fire Imps)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(EM Pulse)
- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
(Scorpion Shield)
- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Scorpion Shield)
- 3% Resistance(All)
(Disruptor Blast)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- MezResist(Terrorized) 2.75%
- 10% (0.42 HP/sec) Regeneration
(Summon Tarantula)
- 5% Defense
(Summon Tarantula)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 10% Resistance(All)
(Summon Tarantula)
- 10% Resistance(All)
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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
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?
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?
|
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
Should I work off of your build or redo it all together.
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
Level 1: Radiant Aura
Level 2: Fire Cages
Level 4: Accelerate Metabolism
Level 6: Radiation Infection
Level 8: Hot Feet
Level 10: Hasten
Level 12: Flashfire
Level 14: Hurdle
Level 16: Health
Level 18: Cinders
Level 20: Stamina
Level 22: Lingering Radiation
Level 24: Enervating Field
Level 26: Maneuvers
Level 28: Choking Cloud
Level 30: Tactics
Level 32: Fire Imps
Level 35: Fallout
Level 38: EM Pulse
Level 41: Indomitable Will
Level 44: World of Confusion
Level 47: Vengeance
Level 49: Mutation
------------
Level 1: Brawl
Level 1: Sprint
Level 2: Rest
Level 1: Containment
Level 4: Ninja Run
------------
Set Bonus Totals:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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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