Fire/RAD farmer build?
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
Hero Plan by Mids' Hero Designer 1.803
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: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Ring of Fire
- (A) Enfeebled Operation - Accuracy/Endurance
- (3) Enfeebled Operation - Immobilize/Range
- (5) Enfeebled Operation - Endurance/Immobilize
- (9) Enfeebled Operation - Accuracy/Recharge
- (9) Enfeebled Operation - Accuracy/Immobilize
- (11) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Doctored Wounds - Endurance/Recharge
- (3) Doctored Wounds - Heal/Recharge
- (5) Doctored Wounds - Heal/Endurance/Recharge
- (7) Doctored Wounds - Recharge
- (7) Doctored Wounds - Heal/Endurance
- (A) HamiO:Enzyme Exposure
- (11) HamiO:Enzyme Exposure
- (13) HamiO:Enzyme Exposure
- (A) Lockdown - Chance for +2 Mag Hold
- (15) Lockdown - Recharge/Hold
- (17) Lockdown - Endurance/Recharge/Hold
- (23) Lockdown - Accuracy/Recharge
- (23) Lockdown - Accuracy/Hold
- (25) Lockdown - Accuracy/Endurance/Recharge/Hold
- (A) Luck of the Gambler - Recharge Speed
- (A) Enfeebled Operation - Accuracy/Endurance
- (17) Enfeebled Operation - Immobilize/Range
- (19) Enfeebled Operation - Endurance/Immobilize
- (19) Enfeebled Operation - Accuracy/Immobilize
- (21) Enfeebled Operation - Accuracy/Recharge
- (21) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Accuracy IO
- (A) Performance Shifter - EndMod/Accuracy
- (13) Performance Shifter - Chance for +End
- (15) Performance Shifter - EndMod
- (25) Performance Shifter - Accuracy/Recharge
- (27) Performance Shifter - EndMod/Accuracy/Recharge
- (27) Performance Shifter - EndMod/Recharge
- (A) Reactive Armor - Resistance/Recharge
- (31) Reactive Armor - Endurance/Recharge
- (31) Reactive Armor - Resistance/Endurance/Recharge
- (31) Reactive Armor - Resistance/Endurance
- (33) Steadfast Protection - Resistance/+Def 3%
- (A) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Chance for Smashing Damage
- (34) Obliteration - Damage
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Endurance Reduction IO
- (36) Endurance Reduction IO
- (A) Recharge Reduction IO
- (29) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Absolute Amazement - Stun
- (36) Absolute Amazement - Stun/Recharge
- (37) Absolute Amazement - Endurance/Stun
- (37) Absolute Amazement - Accuracy/Stun/Recharge
- (37) Absolute Amazement - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (29) Red Fortune - Defense
- (39) Red Fortune - Endurance
- (39) Red Fortune - Defense/Recharge
- (39) Red Fortune - Defense/Endurance
- (40) Red Fortune - Defense/Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (40) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Accuracy IO
- (A) Endurance Reduction IO
- (42) Unbreakable Constraint - Endurance/Hold
- (42) Lockdown - Chance for +2 Mag Hold
- (42) Lockdown - Endurance/Recharge/Hold
- (43) Unbreakable Constraint - Chance for Smashing Damage
- (A) HamiO:Nucleolus Exposure
- (43) HamiO:Nucleolus Exposure
- (43) HamiO:Nucleolus Exposure
- (A) Accuracy IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Stupefy - Stun/Range
- (45) Stupefy - Accuracy/Endurance
- (45) Stupefy - Endurance/Stun
- (46) Stupefy - Accuracy/Recharge
- (50) Stupefy - Accuracy/Stun/Recharge
- (A) Red Fortune - Defense
- (45) Red Fortune - Defense/Recharge
- (46) Red Fortune - Defense/Endurance
- (46) Red Fortune - Endurance/Recharge
- (50) Red Fortune - Endurance
- (A) Doctored Wounds - Heal/Endurance
- (48) Doctored Wounds - Endurance/Recharge
- (48) Doctored Wounds - Recharge
- (48) Doctored Wounds - Heal/Endurance/Recharge
- (50) Doctored Wounds - Heal/Recharge
- (A) Accuracy IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
------------
Set Bonus Totals:
- 15.5% DamageBuff(Smashing)
- 15.5% DamageBuff(Lethal)
- 15.5% DamageBuff(Fire)
- 15.5% DamageBuff(Cold)
- 15.5% DamageBuff(Energy)
- 15.5% DamageBuff(Negative)
- 15.5% DamageBuff(Toxic)
- 15.5% DamageBuff(Psionic)
- 14.3% Defense(Smashing)
- 14.3% Defense(Lethal)
- 6.75% Defense(Fire)
- 6.75% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 16.1% Defense(Melee)
- 8.63% Defense(Ranged)
- 10.5% Defense(AoE)
- 24% Enhancement(Accuracy)
- 2.5% Enhancement(Held)
- 3% Enhancement(Stun)
- 6% Enhancement(Immobilize)
- 8% Enhancement(Heal)
- 71.3% Enhancement(RechargeTime)
- 5% FlySpeed
- 38.2 HP (3.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 2.2%
- MezResist(Immobilize) 5.5%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 4.4%
- 13% (0.22 End/sec) Recovery
- 7.56% Resistance(Fire)
- 7.56% Resistance(Cold)
- 3.75% Resistance(Negative)
- 5% RunSpeed
Set Bonuses:
Enfeebled Operation
(Ring of Fire)
- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Radiant Aura)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Char)
- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Fire Cages)
- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Accelerate Metabolism)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Tough)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Tough)
- 3% Defense(All)
(Hot Feet)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Flashfire)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Weave)
- 7.5% Enhancement(RechargeTime)
(Weave)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Super Jump)
- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- Knockback Protection (Mag -4)
(Choking Cloud)
- 4% (0.07 End/sec) Recovery
(Choking Cloud)
- 3% DamageBuff(All)
(Maneuvers)
- 7.5% Enhancement(RechargeTime)
(Fissure)
- 2.5% (0.04 End/sec) Recovery
- 19.1 HP (1.88%) HitPoints
- 3% Enhancement(Stun)
- 6.25% Enhancement(RechargeTime)
(Rock Armor)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Earth's Embrace)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1422;693;1386;HEX;| |78DA9D945B4F135110C7CFD2D6DA767B036AB9178A08E552E0C96B622242445AAC4| |07C52C90A0B6C826DD3D6449FC46BD4F0A05CF4C90F62FC26EA4750DFBCE0ADCECC| |FFB4187D73D3FE7F7B4E67E6CCCCEE347BF3ACA9D4C669654426D6AD727971A290A| |F940AEBEB76C993B5569D25E5554A25F6776B06E929A764D716C93F7E3F73636525| |3D672D3B56C529E41727AF3BE532DD44A7F36B76C9CE57D2B51B3357A03019DB2A3| |AF9D5A02CA69CD5B50AADFCB29A2FDAF672B866B56C97CA6B4EB171B2E82CA5E72B| |85BCBD98B5CA15BB74AB85324CD1F7BEA1F455F5A82D5A8CAB866D81FB99E0E0536| |057E0DF11CCEE7BB955065E5978CD0A0EE48019C1055278541B8CA304B74BF9354D| |CD0764E0D289B8BE35B05BE88B20F25570E833F049D0B2871575DA032FE589C9610| |F49BD3A901715455051232A6A4429CD28AC191519E4E2D3817C6D8AB7B884800E14| |782EC7992F90D81672D815B4ED00DB0217050A1A684D304137FDAAAB1BE801BA04D| |D7142A77A441AD687847F4A84EE1FC02F410F7785F01DABAAE0227945E165447B24| |DB5E2049C737E956370DC95607D00B3C26D7987E74B1F312AD7746707816C800598| |19BE2C5518E278E0677840447C24000F00BFA83823879B5EA2C5ADF48A0FEB7C03B| |C13C99B5EB76B7A3DD0BDC0FDDB84E14933A27C629BC0E29BC0783D3824D324DE82| |312A7F00E0DFEC5276493D4A724714A9432EBD35B7DA8E73D3578407764E0AE6C0D| |DF01360423B705E3F7041FC87C48E73984560CA30723E8C1880973F4E72399A775F| |434C6611413338A1919C5C48C637EF6E89F654CE73786943BDCF561A30F5D2AF3CF| |4ECE5D9F3065C84EE7BE4DD517A9CFD6FF5EAFCC5A38DF9C9F748125C77289E532C| |B1596AB2C16CB35962596EAEBBA77F818E7759CE504CB499618E5A736D9D2CB0317| |603159822C2196304B84A589A58DE5254BF537E8F2FEB8| |-------------------------------------------------------------------|
slots will be tight, but i went for as much defense and as much recharge as you can get. this build assumes inherant fitness. feel free to tweak it to your liking.
This is what I've got atm. Mostly I'm a month out from my finnaglings and lost my train of thought, and now I need to wait for I19 anyway...
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Smoldering Remnant: Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg(5), Thundr-Acc/Dmg/EndRdx(7)
Level 1: Radiant Aura -- Empty(A), Empty(7), Empty(9), Empty(9)
Level 2: Fire Cages -- TotHntr-EndRdx/Immob(A), TotHntr-Acc/EndRdx(11), TotHntr-Acc/Immob/Rchg(11), TotHntr-Dam%(13), DblAc-Immob/Rng(13), DblAc-Rchg/Immob(15)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(17), Efficacy-EndMod/EndRdx(17)
Level 6: Swift -- Empty(A)
Level 8: Kick -- Empty(A)
Level 10: Enervating Field -- Empty(A), Empty(19), Empty(19), Empty(21)
Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(21), Amaze-Acc/Rchg(23), Amaze-EndRdx/Stun(23), Amaze-ToHitDeb%(25), Empty(25)
Level 14: Health -- Heal(A), Heal-I(27)
Level 16: Air Superiority -- Empty(A)
Level 18: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(29)
Level 22: Lingering Radiation -- Empty(A), Empty(29), Empty(31), Empty(31)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam(33), ImpArm-ResPsi(33)
Level 26: Ring of Fire -- GravAnch-Acc/Rchg(A), GravAnch-Immob/Rchg(33), GravAnch-Immob/EndRdx(34), GravAnch-Hold%(34), GravAnch-Acc/Immob/Rchg(34), Empty(36)
Level 28: Hot Feet -- Empty(A), Empty(36), Empty(36), Empty(37), Empty(37), Empty(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(40)
Level 35: Radiation Infection -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(42), DarkWD-Rchg/EndRdx(42), DarkWD-ToHitDeb/EndRdx(42)
Level 38: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43)
Level 41: Weave -- Empty(A), Empty(45), Empty(45), Empty(45)
Level 44: Fire Ball -- Posi-Dmg/Rng(A), Posi-Dmg/EndRdx(46), Posi-Dam%(46), Empty(46)
Level 47: Fire Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(48), S'fstPrt-ResKB(48), Empty(48)
Level 49: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(50), P'Shift-Acc/Rchg(50), P'Shift-EndMod/Acc(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
the empty slottings are mostly filled in with SOs atm, a few standard IOs, nothing special or save-worthy.
obvious goofs like Grav. Anchor where it is instead of in Fire Cages, for instance. yeah well, this was 2 years ago, come february and pretty much my first time playing with MIDS', also my 1st 50.
Otherwise, what's needed here? where've I screwed up?
So far, my experience has been that Def is worthless and Res is questionable. Squishy is as squishy does...and squishy mostly dies.
Whether I'm running my Def/Res toggles or not makes zero difference on whether I fall or not, nor in how quick. Hence, focus on recharge and damage, immobs/holds/etc where more appropriate.
Again, this is what I actually have on hand/slotted atm...I'm also seriously considering dropping RI/EF in favor of the Mutation/Fallout pair, but I might do that on my ill/rad instead
I'm also seriously considering dropping RI/EF in favor of the Mutation/Fallout pair, but I might do that on my ill/rad instead |
Global = Hedgefund (or some derivation thereof)
Wow. Yeah, that'll make you squishy all right. Not taking those 2 debuffs would make you the Rad equivalent of a petless Mastermind.
|
But back to the point...with my fire/rad, I only probably use RI/EF a little less than half the time. When I'm soloing, I use it almost all the time, but it never stays up the entire duration of a fight, and is seldom worth trying to cast a second time.
When grouped, usually I'm about 2 steps behind the tank or whoever is herding, and regardless whether I paste RI/EF on a minion or a boss, the target is down before I get the 2nd power on, so kinda mostly pointless. GMs, AVs are the kind of targets where my debuffs really shine, but most groups I run with don't really notice the lack if I don't use them, or much benefit if I do.
And also too, I really wanna blow somebody up good, then mutate their sorry carcass into a killing machine, ya know!? *<8)
I'm going to build a toon one day that has not much besides travel powers, just as utterly useless as I can make him, completely unsoloable.
But back to the point...with my fire/rad, I only probably use RI/EF a little less than half the time. When I'm soloing, I use it almost all the time, but it never stays up the entire duration of a fight, and is seldom worth trying to cast a second time. When grouped, usually I'm about 2 steps behind the tank or whoever is herding, and regardless whether I paste RI/EF on a minion or a boss, the target is down before I get the 2nd power on, so kinda mostly pointless. GMs, AVs are the kind of targets where my debuffs really shine, but most groups I run with don't really notice the lack if I don't use them, or much benefit if I do. And also too, I really wanna blow somebody up good, then mutate their sorry carcass into a killing machine, ya know!? *<8) |
On fast-moving teams, I use EF on most groups, LR on large groups and save RI for really tough foes. Pick the right anchor and the debuff will be around for most of the battle. My Ill/Rad guide has some suggestions on choosing your anchor.
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
Hey All,
Now I know there are like a billion Fire/Kin farmer builds but has anyone done it for a Fire/Rad? Can this toon even farm?
If someone could post one I would really appricate it.
Thank you.
-Rb