Fire/RAD farmer build?


Chickenhawk

 

Posted

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


 

Posted

Quote:
Originally Posted by Robert_B View Post
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
Yes, you can farm with a Fire/Rad, but it is slower than a Fire/Kin. My Fire/Rads are not "built" for farming, but can do it with relative ease. Build for Recharge, Recovery. I have thought about a Defense build, but never bothered. Some key procs make a difference: "Chance for Hold" from the purple Immob set and one or two damage procs in Fire Cages; Lockdown +2 Mag in Choking Cloud, and I like the chance for Smashing from the purple Hold set, too. I like to build the Imps for high recharge so that they can be cast often when one or two die.


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

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
Level 1: Radiant Aura
  • (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
Level 2: Radiation Infection
  • (A) HamiO:Enzyme Exposure
  • (11) HamiO:Enzyme Exposure
  • (13) HamiO:Enzyme Exposure
Level 4: Char
  • (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
Level 6: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 8: Fire Cages
  • (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
Level 10: Boxing
  • (A) Accuracy IO
Level 12: Accelerate Metabolism
  • (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
Level 14: Tough
  • (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%
Level 16: Hot Feet
  • (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
Level 18: Enervating Field
  • (A) Endurance Reduction IO
  • (36) Endurance Reduction IO
Level 20: Hasten
  • (A) Recharge Reduction IO
  • (29) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 22: Flashfire
  • (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
Level 24: Weave
  • (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
Level 26: Super Jump
  • (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)
Level 28: Lingering Radiation
  • (A) Accuracy IO
Level 30: Choking Cloud
  • (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
Level 32: Fire Imps
  • (A) HamiO:Nucleolus Exposure
  • (43) HamiO:Nucleolus Exposure
  • (43) HamiO:Nucleolus Exposure
Level 35: Cinders
  • (A) Accuracy IO
Level 38: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
Level 41: Fissure
  • (A) Stupefy - Stun/Range
  • (45) Stupefy - Accuracy/Endurance
  • (45) Stupefy - Endurance/Stun
  • (46) Stupefy - Accuracy/Recharge
  • (50) Stupefy - Accuracy/Stun/Recharge
Level 44: Rock Armor
  • (A) Red Fortune - Defense
  • (45) Red Fortune - Defense/Recharge
  • (46) Red Fortune - Defense/Endurance
  • (46) Red Fortune - Endurance/Recharge
  • (50) Red Fortune - Endurance
Level 47: Earth's Embrace
  • (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
Level 49: Seismic Smash
  • (A) Accuracy IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Containment
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)
Doctored Wounds
(Radiant Aura)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Lockdown
(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)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Enfeebled Operation
(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)
Performance Shifter
(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)
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Steadfast Protection
(Tough)
  • 3% Defense(All)
Obliteration
(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)
Absolute Amazement
(Flashfire)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Weave)
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(Weave)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Blessing of the Zephyr
(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)
Unbreakable Constraint
(Choking Cloud)
  • 4% (0.07 End/sec) Recovery
Lockdown
(Choking Cloud)
  • 3% DamageBuff(All)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Stupefy
(Fissure)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
Red Fortune
(Rock Armor)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Doctored Wounds
(Earth's Embrace)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)



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Posted

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.


 

Posted

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


 

Posted

Quote:
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
Wow. Yeah, that'll make you squishy all right. Not taking those 2 debuffs would make you the Rad equivalent of a petless Mastermind.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
Wow. Yeah, that'll make you squishy all right. Not taking those 2 debuffs would make you the Rad equivalent of a petless Mastermind.
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)


 

Posted

Quote:
Originally Posted by Chickenhawk View Post
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)
The key is to take an educated guess at which of the foes will live longest, and use that one for your anchor. EF in particular can be cast quickly and provides a nice 22.5% Resistance Debuff -- helping the team kill everything faster. Pick an anchor in the front, and the debuffs act like a "Kill me first" sign. Pick the toughest boss, and many scrappers and tanks feel that it is there job to take out the toughest foes first, so that one goes down fast. Often the best choice is a Lieutenant near the back.

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