Fire Imp and keeping them alive?


DreamsRazor

 

Posted

Hey All,

I just got my Fire/Rad controller to level 33 and got my Imps and some slots into them, problem is, they die...ALOT. I usually lead with Flashfire then Cages then burning them down and use RI and EM but they still die alot.

Anyway to slot them so they will survive more?


 

Posted

Well you could try one of the procs from the pet io sets; Edict of the Master,Call to Arms,Expedient Reinforcement, or Sovereign Right.

It should help alittle you might have to change tactics too maybe your too up front with your attacks and the imps are taking the brunt of it?If so they might be saving you from all the aggro,it might be a necesary evil.

I have a fire/kin and I usually am hitting mobs so fast that the imps are just cleaning up what isn't dead in the first few seconds.Of course I also have Expedient Reinforcement set slotted.

Hopefully this helps if not maybe some others can help.


 

Posted

Quote:
Originally Posted by Fugly_Man View Post
Hey All,

I just got my Fire/Rad controller to level 33 and got my Imps and some slots into them, problem is, they die...ALOT. I usually lead with Flashfire then Cages then burning them down and use RI and EM but they still die alot.

Anyway to slot them so they will survive more?
Fire/Rad is a bit different than Fire/Kin -- the focus is different. At 33, yes, your imps will die a lot. The way you deal with this is:

(a) get your Choking Cloud slotted up fully. Once you max slot for Hold, the imps will take a lot fewer hits. See if you can get that Lockdown +2 Mag proc in there AFTER you have max slotted for Hold. (and max or near max EndRdx)

(b) Slot up for more Recharge, both globally and in the Imps power. That will allow you to use the Flashfire/Fire Cages combo more often. At level 50, it really, really helps to put the purple "Chance for Hold" proc in Fire Cages. I tend to slot the Imps in the same way as Phantom Army (4 Expediant Reinforcement, 2 triples from Call to Arms or Dam/Rech and Chance for Build Up from Soulbound at 50). That way, even when they die, I can cast them more often.

I find that the procs that offer Resistance and Defense for Imps have minimal effect for a Fire/Rad. I would take them with a secondary that had buffs for the Imps (Cold and FF for Defense, Therm and Sonic for Resistance), but to me is seems that the Imps run out of range too much to use a slot on it. Recharge lets me re-cast them often.

(c) use Cinders when FF+FC is recharging.

(d) If you use Fire Cages and follow with RI, even if Flashfire isn't up, then the foes have less chance to hit the Imps, while the Imps have more chance to hit the foes. (However, RI takes a while to cast, so this should be used only when it is needed.) Casting EF will help the Imps kill faster while reducing the damage they take.

(e) I like to use Super Speed for travel for several reasons, including this one -- with Choking Cloud+Hot Feet, it takes a second or two (or 4) for the combination of the powers to take effect. If I run in a lot faster than the Imps, then by the time the imps get there, the foes have little or no time to hit them. It is only a second or so, but it seems to make a difference.


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

Quote:
Originally Posted by The_Larker View Post
Well you could try one of the procs from the pet io sets; Edict of the Master,Call to Arms,Expedient Reinforcement, or Sovereign Right.

It should help alittle you might have to change tactics too maybe your too up front with your attacks and the imps are taking the brunt of it?If so they might be saving you from all the aggro,it might be a necesary evil.

I have a fire/kin and I usually am hitting mobs so fast that the imps are just cleaning up what isn't dead in the first few seconds.Of course I also have Expedient Reinforcement set slotted.

Hopefully this helps if not maybe some others can help.
Well,

Actually my team that I always play with is a pair of Defenders, so they are at range for the most part so yea as soon as I get hit they do tend to just run in lol, I don't even use Hotfeet cause we're so far back for the most part.

I guess I gotta use my RI more so that they hit my guys less....


 

Posted

Quote:
Originally Posted by Local_Man View Post
Fire/Rad is a bit different than Fire/Kin -- the focus is different. At 33, yes, your imps will die a lot. The way you deal with this is:

(a) get your Choking Cloud slotted up fully. Once you max slot for Hold, the imps will take a lot fewer hits. See if you can get that Lockdown +2 Mag proc in there AFTER you have max slotted for Hold. (and max or near max EndRdx)
Umm I have to take the power first....LOL opps. Problem is my group is mostly at range so I am not sure how much it will help, if the little Imps would stay a little closer I could just heal them, but it's something I have to look at.

Quote:
(b) Slot up for more Recharge, both globally and in the Imps power. That will allow you to use the Flashfire/Fire Cages combo more often. At level 50, it really, really helps to put the purple "Chance for Hold" proc in Fire Cages. I tend to slot the Imps in the same way as Phantom Army (4 Expediant Reinforcement, 2 triples from Call to Arms or Dam/Rech and Chance for Build Up from Soulbound at 50). That way, even when they die, I can cast them more often.
Good idea's when I get to 50, I'm not good at slotting since I don't have any 50 toons (yet). That proc (the chance for hold) is expensive LOL.

Quote:

(c) use Cinders when FF+FC is recharging.

(d) If you use Fire Cages and follow with RI, even if Flashfire isn't up, then the foes have less chance to hit the Imps, while the Imps have more chance to hit the foes. (However, RI takes a while to cast, so this should be used only when it is needed.) Casting EF will help the Imps kill faster while reducing the damage they take.
I do have all three of Rad's debfuffs so I can use them more, problem is I'm taking on alot of council and the wolves run around alot, makes Rad anchor powers kinda useless for keeping the Imps alive since they always run after something that went out of range.

Thanks for all the help guys, I have learned a thing or two.


 

Posted

No Choking Cloud yet? Hmm. In my opinion, a Fire/Rad Controller is the best single build to take advantage of Choking Cloud. CC adds Containment to foes in Hot Feet and keep you mostly safe -- better than Fire Cages alone. With AM and good slotting, you can handle the endurance cost.

The basics of a Fire/Rad in the mid to late 30's (in my opinion -- I have taken 2 of them to 50, but others do it differently):

Slot Hot Feet for max Damage and Endrdx and some Accuacy. Slot Choking Cloud for max Hold and Endrdx. Use Frankenslotting, as you'll get the most that way. From range, you use Flashfire + Fire Cages as a ranged Hold, then run in with the Imps trailing behind. While you stand in the group and CC's hold slowly takes catches on, you use Char to hold Bosses, foes who can't be Immobed (like the wolves) and anyone who breaks out of Choking Cloud's Hold. Hot Feet chips away at their health while the Imps attack. Apply heals as needed. Use EF for tough targets, but watch out for your endurance. Your Defender friends can debuff and blast from range while you control and do damage in melee. Wolves can be stunned and Held -- your Defender buddies should mostly focus on taking them out since they resist Immob.

If you have a decent tank, you have another option: let the tank grab aggro, then hit the foes with Fire Cages and RI, then run in with HF+CC+Imps. Hit Cinders if needed. Without the tank, you can quickly run in and hit Cinders, then Fire Cages and RI when FF is recharging.


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

Quote:
Originally Posted by Local_Man View Post
No Choking Cloud yet? Hmm. In my opinion, a Fire/Rad Controller is the best single build to take advantage of Choking Cloud. CC adds Containment to foes in Hot Feet and keep you mostly safe -- better than Fire Cages alone. With AM and good slotting, you can handle the endurance cost.
I'm afraid to mention at this point that I don't have Hot Feet either, I hope your head doesn't explode (or your monitor cause you bashed your head into it )

You see, I'm running in a team that has 2 emps and they play mostly at range and since we're a dedicated Trio I didn't take either of those two powers, I most likly will get one of them, the Emp's are going with the dark pool and will get oppressive gloom which kinda does the same thing.

I will however take your advice on the "solo" side of my build, which will be quite different.

Quote:
The basics of a Fire/Rad in the mid to late 30's (in my opinion -- I have taken 2 of them to 50, but others do it differently):

Slot Hot Feet for max Damage and Endrdx and some Accuacy. Slot Choking Cloud for max Hold and Endrdx. Use Frankenslotting, as you'll get the most that way. From range, you use Flashfire + Fire Cages as a ranged Hold, then run in with the Imps trailing behind. While you stand in the group and CC's hold slowly takes catches on, you use Char to hold Bosses, foes who can't be Immobed (like the wolves) and anyone who breaks out of Choking Cloud's Hold. Hot Feet chips away at their health while the Imps attack. Apply heals as needed. Use EF for tough targets, but watch out for your endurance. Your Defender friends can debuff and blast from range while you control and do damage in melee. Wolves can be stunned and Held -- your Defender buddies should mostly focus on taking them out since they resist Immob.

If you have a decent tank, you have another option: let the tank grab aggro, then hit the foes with Fire Cages and RI, then run in with HF+CC+Imps. Hit Cinders if needed. Without the tank, you can quickly run in and hit Cinders, then Fire Cages and RI when FF is recharging.
Sounds good Local, I always enjoy your insites and your Ill/Rad guide thank you!!


 

Posted

Other random points:

- someone said they run with 2 emps as a trio, or is a trio with a team? Because if it's just the three of you, the two emps could make you a invincible death machine just by fort'ing you and letting you stand in the middle of the mobs while they play from distance.

- I personally find Lingering Radiation to be a super helpful power on my Fire/Rad and I use it every time it is up. It slows the mobs down so that Hotfeet and Choking Cloud have a better chance at damaging/holding them, and it helps to mitigate some damage because it has a nice -recharge debuff to it. Because RI takes so long to cast, I usually Flashfire - Fire Cages - Lingering Radiation - Enervating Field. RI is only needed if fighting really tough mobs with lots of bosses, or GMs, AVs, etc.

- playing your Fire/Rad melee style definitely helps keep the imps alive, because it means that in general you're getting the aggro, not the imps. A well built Fire/Rad can in most cases be incredibly safe in the middle of a mob after your alpha attacks and controls, because of Choking Cloud and Hotfeet. Also, as Local Man said, the Gravitational Anchor Chance for Hold proc in Fire Cages is worth it's weight in alchemical silver. Don't be afraid to literally be in the thick of things, that's where a Fire/Rad belongs!

Of course, all just recommendations; if you're having fun, that's what matters the most


 

Posted

Quote:
Originally Posted by Fugly_Man View Post
I'm afraid to mention at this point that I don't have Hot Feet either, I hope your head doesn't explode (or your monitor cause you bashed your head into it )

You see, I'm running in a team that has 2 emps and they play mostly at range and since we're a dedicated Trio I didn't take either of those two powers, I most likly will get one of them, the Emp's are going with the dark pool and will get oppressive gloom which kinda does the same thing.
As PJFry said, with two Empathy Defenders buffing you, you could easily be the aggro magnet and tank in melee. Follow the strategy I outlined, run into melee and pan-fry the foes while your buddies keep you buffed and healed. Hot Feet + Choking Cloud will provide a huge benefit. A Fire Controller's main benefit is that AoE damage, and you get most of it from Hot Feet. Remember that it gets Containment's double damage 75% of the time if the foes are held, stunned or Immobilized -- which should be most of the time.

And as PJ said, Ling Rad's -Recharge can provide a nice benefit by reducing the damage you take. EF will also reduce that damage while buffing your own. You'll only need RI for when the Stun in Flashfire runs out.


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

Yeah, with two emp friends you should be jumping in melee and doing a jig every spawn. Get CC and hotfeet and marvel at the awesome that team can become.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by PJFry View Post
Other random points:

- someone said they run with 2 emps as a trio, or is a trio with a team? Because if it's just the three of you, the two emps could make you a invincible death machine just by fort'ing you and letting you stand in the middle of the mobs while they play from distance.

- I personally find Lingering Radiation to be a super helpful power on my Fire/Rad and I use it every time it is up. It slows the mobs down so that Hotfeet and Choking Cloud have a better chance at damaging/holding them, and it helps to mitigate some damage because it has a nice -recharge debuff to it. Because RI takes so long to cast, I usually Flashfire - Fire Cages - Lingering Radiation - Enervating Field. RI is only needed if fighting really tough mobs with lots of bosses, or GMs, AVs, etc.

- playing your Fire/Rad melee style definitely helps keep the imps alive, because it means that in general you're getting the aggro, not the imps. A well built Fire/Rad can in most cases be incredibly safe in the middle of a mob after your alpha attacks and controls, because of Choking Cloud and Hotfeet. Also, as Local Man said, the Gravitational Anchor Chance for Hold proc in Fire Cages is worth it's weight in alchemical silver. Don't be afraid to literally be in the thick of things, that's where a Fire/Rad belongs!

Of course, all just recommendations; if you're having fun, that's what matters the most
It's a Perma trio actually, with the two Emp's in the lead and I'm kinda following them, yes I get double Fort'ed and with all the Maneuvers running my Def is in the 60%.

I took Hotfoot and they are going to take OG from the dark pool, so I'm hoping it will simulate the CC/Hotfeet thing, I have limitless end with all the aura's they are tossing along with my own AM.

My pets are doing a little better now cause we're more in melee range then before and also the difficulty on Tip missions seems to be a little different then radio mish's.


 

Posted

Quote:
Originally Posted by Local_Man View Post
As PJFry said, with two Empathy Defenders buffing you, you could easily be the aggro magnet and tank in melee. Follow the strategy I outlined, run into melee and pan-fry the foes while your buddies keep you buffed and healed. Hot Feet + Choking Cloud will provide a huge benefit. A Fire Controller's main benefit is that AoE damage, and you get most of it from Hot Feet. Remember that it gets Containment's double damage 75% of the time if the foes are held, stunned or Immobilized -- which should be most of the time.

And as PJ said, Ling Rad's -Recharge can provide a nice benefit by reducing the damage you take. EF will also reduce that damage while buffing your own. You'll only need RI for when the Stun in Flashfire runs out.
I have switched our strategy a little and we're doing more of this, being in melee, kinda makes fistful a little useless at times but the other two AOE's do just fine and with the fireball (concept, I want fire) I'll get later it will help.

Problem is, the little guys like to chase runners and start in new groups, ouch, I wish cages would hold them too

Controller pets are like your Cat, it doesn't really care about what you want or where you want it, as long as you feed it (or bring it into being like Fire Imps)

MM Pets are like a well trained Dog.

Did the dev's every explain why as a CONTROLLER I don't have even rudimentary CONTROL over my pets? I can stop a group of mobs cold, but my pets do as they please. WTH?


 

Posted

Quote:
Originally Posted by Fugly_Man View Post
I have switched our strategy a little and we're doing more of this, being in melee, kinda makes fistful a little useless at times but the other two AOE's do just fine and with the fireball (concept, I want fire) I'll get later it will help.

Problem is, the little guys like to chase runners and start in new groups, ouch, I wish cages would hold them too

Controller pets are like your Cat, it doesn't really care about what you want or where you want it, as long as you feed it (or bring it into being like Fire Imps)

MM Pets are like a well trained Dog.
It takes some practice, but you can learn the range of aggro for your Fire Imps, and use that as an invisible leash. Sometimes, you can pull foes around a corner to avoid having the imps aggro another group.

One important quesiton. Do you or either of your buddies have Tactics? Tactics includes a Perception buff that actually increases the aggro range of Fire Imps, causing them to run around in a wider area.

Quote:
Did the dev's every explain why as a CONTROLLER I don't have even rudimentary CONTROL over my pets? I can stop a group of mobs cold, but my pets do as they please. WTH?
This is one of those Dead Horse topics that comes up every couple of months. Masterminds are a Pet class, so they have control over their pets. Controllers are a control class with pets to supplement their damage and control. MMs were designed around controllable pets, with weaker powers in their primaries. Controllers were designed around their uncontrolable pets.

I can imagine how amazingly powerful an Earth Controller would become if you could micro-manage Rocky. He would be able to aggro and lead foes into the patch AoE controls that Earth has. That would be overpowered.


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

No that wouldn't be over powered..that would be beautiful


"...well I have wrestled with reality for thirty-five years, Doctor and I am happy to state I finally won out over it." Elwood P Dowd (from the movie Harvey)

 

Posted

Quote:
Originally Posted by DreamsRazor View Post
No that wouldn't be over powered..that would be beautiful
A player's "beautiful" is usually a Dev's "overpowered."


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