Hyperstrike do you have a good Issue 19 Fire/Rad Build ?
Anyone ?
I'm planning on using this build, maybe, come i19 it doesn't include the fitness pool or the planned incarnate ability, however there are slots free to go into Stamina and Health. Hope it helps.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Scari19endrng: Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-EndRdx/Rchg/Hold(11)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15)
Level 2: Radiation Infection -- HO:Enzym(A), HO:Enzym(3), HO:Enzym(3)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(7), Efficacy-EndMod/Acc(7), Efficacy-EndMod/EndRdx(9)
Level 6: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(17), GravAnch-Immob/Rchg(17), GravAnch-Acc/Immob/Rchg(21), GravAnch-Acc/Rchg(21)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(25), M'Strk-Dmg/Rchg(25), M'Strk-Acc/EndRdx(27), M'Strk-Acc/Dmg/EndRdx(27), M'Strk-Dmg/EndRdx/Rchg(36)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
Level 12: Flashfire -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(40)
Level 16: Enervating Field -- EndRdx-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(40)
Level 20: Lingering Radiation -- Acc-I(A), RechRdx-I(34)
Level 22: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(23), Clrty-Stlth(23)
Level 24: Cinders -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(33), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(34)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- HO:Ribo(A), HO:Ribo(34)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(42), HO:Enzym(43)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Acc/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-Dmg/EndRdx(37), ExRmnt-+Res(Pets)(37)
Level 35: Weave -- LkGmblr-Rchg+(A), HO:Enzym(40), HO:Enzym(43)
Level 38: Mutation -- RechRdx-I(A)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), LkGmblr-Rchg+(42), RechRdx-I(43)
Level 44: Mental Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
Level 47: Psionic Tornado -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Mind Over Body -- HO:Ribo(A), HO:Ribo(50), S'fstPrt-ResDam/Def+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Containment
Level 4: Ninja Run
Here is my i19 Build. It's only a rough draft atm. Powers are not in the right order and i'm still not sure if i'll take indominate will or scorpion shield(atm i run with Scorpion Shield but get mezzed to often). I took Assault as filler.
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: Leadership
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(5)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(33)
Level 2: Radiation Infection -- DampS-ToHitDeb/EndRdx(A), DampS-ToHitDeb/Rchg(23), DampS-ToHitDeb/Rchg/EndRdx(23), DampS-ToHitDeb(25), DampS-Rchg/EndRdx(25), LdyGrey-DefDeb/EndRdx(27)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod(7), Efficacy-Acc/Rchg(7), Efficacy-EndMod/EndRdx(9), Efficacy-EndMod/Acc(9)
Level 6: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Acc/EndRdx(11), Enf'dOp-Immob/Rng(17), Enf'dOp-Acc/Immob/Rchg(21), Enf'dOp-Acc/Immob(37)
Level 8: Hot Feet -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Acc/Dmg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Dmg(34), M'Strk-Acc/EndRdx(34), EndRdx-I(34)
Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), GftotA-Def/EndRdx(46), GftotA-Def/EndRdx/Rchg(46)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Flashfire -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(15), Stpfy-EndRdx/Stun(15), Stpfy-Acc/EndRdx(17), Stpfy-Stun/Rng(36)
Level 16: Assault -- EndRdx-I(A), EndRdx-I(36)
Level 18: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(21)
Level 20: Lingering Radiation -- TmpRdns-Acc/EndRdx(A), TmpRdns-Dmg/Slow(37), TmpRdns-Acc/Slow(40), TmpRdns-Acc/Dmg/Slow(40), TmpRdns-EndRdx/Rchg/Slow(40)
Level 22: Super Jump -- Zephyr-ResKB(A)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(36)
Level 26: Mutation -- EnManip-EndMod/Rchg(A), EnManip-EndMod(42)
Level 28: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), Lock-%Hold(43), EoCur-EndRdx/Hold(43)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(37)
Level 32: Boxing -- Acc-I(A)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
Level 38: EM Pulse -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(42), GftotA-Def/EndRdx/Rchg(42), LkGmblr-Def/EndRdx(43)
Level 44: Personal Force Field -- LkGmblr-Rchg+(A)
Level 47: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: Fire Imps -- CmdPres-Acc/Dmg(A), CmdPres-Dmg/EndRdx(50), CmdPres-Acc/EndRdx(50), CmdPres-Acc/Dmg/EndRdx(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 1: Ninja Run
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45)
Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(13), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(45)
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I'm planning on using this build, maybe, come i19 it doesn't include the fitness pool or the planned incarnate ability, however there are slots free to go into Stamina and Health. Hope it helps.
Hero Plan by Mids' Hero Designer 1.81 http://www.cohplanner.com/ Click this DataLink to open the build! Scari19endrng: Level 50 Technology Controller Primary Power Set: Fire Control Secondary Power Set: Radiation Emission Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-EndRdx/Rchg/Hold(11) Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15) Level 2: Radiation Infection -- HO:Enzym(A), HO:Enzym(3), HO:Enzym(3) Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(7), Efficacy-EndMod/Acc(7), Efficacy-EndMod/EndRdx(9) Level 6: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(17), GravAnch-Immob/Rchg(17), GravAnch-Acc/Immob/Rchg(21), GravAnch-Acc/Rchg(21) Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(25), M'Strk-Dmg/Rchg(25), M'Strk-Acc/EndRdx(27), M'Strk-Acc/Dmg/EndRdx(27), M'Strk-Dmg/EndRdx/Rchg(36) Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19) Level 12: Flashfire -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31) Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(40) Level 16: Enervating Field -- EndRdx-I(A) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(40) Level 20: Lingering Radiation -- Acc-I(A), RechRdx-I(34) Level 22: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(23), Clrty-Stlth(23) Level 24: Cinders -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(33), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(34) Level 26: Boxing -- Acc-I(A) Level 28: Tough -- HO:Ribo(A), HO:Ribo(34) Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(42), HO:Enzym(43) Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Acc/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-Dmg/EndRdx(37), ExRmnt-+Res(Pets)(37) Level 35: Weave -- LkGmblr-Rchg+(A), HO:Enzym(40), HO:Enzym(43) Level 38: Mutation -- RechRdx-I(A) Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), LkGmblr-Rchg+(42), RechRdx-I(43) Level 44: Mental Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46) Level 47: Psionic Tornado -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50) Level 49: Mind Over Body -- HO:Ribo(A), HO:Ribo(50), S'fstPrt-ResDam/Def+(50) ------------ Level 1: Brawl -- Empty(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Heal-I(A) Level 1: Containment Level 4: Ninja Run |
While there are a few malcontents who don't like Choking Cloud on a Fire/Rad, the majority of experienced players consider Choking Cloud to be a key power for the build. If you are going to go anywhere near this expensive, you really should re-do the build to include Choking Cloud at 28.
Also, EF needs 2 EndRdx. Personally, I would take Bonfire over Mutation or several other powers you have. (I'm not a big fan of the Fighting Pool or Leadership, but that's personal choice.) Bonfire has many great uses in the end-game, including using it as a combo power under AVs to add a little damage while keeping other pesky foes away. There are all sorts of great places to use Bonfire in the Statesman's TF, for example -- it is wonderful on the Towers to knock back the Repairmen while adding some damage. Since the upper level TFs will become much more popular with Issue 19 and the Incarnate stuff, it is worth considering.
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
Here is my i19 Build. It's only a rough draft atm. Powers are not in the right order and i'm still not sure if i'll take indominate will or scorpion shield(atm i run with Scorpion Shield but get mezzed to often). I took Assault as filler.
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: Leadership Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(5) Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(33) Level 2: Radiation Infection -- DampS-ToHitDeb/EndRdx(A), DampS-ToHitDeb/Rchg(23), DampS-ToHitDeb/Rchg/EndRdx(23), DampS-ToHitDeb(25), DampS-Rchg/EndRdx(25), LdyGrey-DefDeb/EndRdx(27) Level 4: Accelerate Metabolism -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod(7), Efficacy-Acc/Rchg(7), Efficacy-EndMod/EndRdx(9), Efficacy-EndMod/Acc(9) Level 6: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Acc/EndRdx(11), Enf'dOp-Immob/Rng(17), Enf'dOp-Acc/Immob/Rchg(21), Enf'dOp-Acc/Immob(37) Level 8: Hot Feet -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Acc/Dmg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Dmg(34), M'Strk-Acc/EndRdx(34), EndRdx-I(34) Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), GftotA-Def/EndRdx(46), GftotA-Def/EndRdx/Rchg(46) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 14: Flashfire -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(15), Stpfy-EndRdx/Stun(15), Stpfy-Acc/EndRdx(17), Stpfy-Stun/Rng(36) Level 16: Assault -- EndRdx-I(A), EndRdx-I(36) Level 18: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(21) Level 20: Lingering Radiation -- TmpRdns-Acc/EndRdx(A), TmpRdns-Dmg/Slow(37), TmpRdns-Acc/Slow(40), TmpRdns-Acc/Dmg/Slow(40), TmpRdns-EndRdx/Rchg/Slow(40) Level 22: Super Jump -- Zephyr-ResKB(A) Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(36) Level 26: Mutation -- EnManip-EndMod/Rchg(A), EnManip-EndMod(42) Level 28: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), Lock-%Hold(43), EoCur-EndRdx/Hold(43) Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(37) Level 32: Boxing -- Acc-I(A) Level 35: Tough -- S'fstPrt-ResDam/Def+(A) Level 38: EM Pulse -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39) Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(42), GftotA-Def/EndRdx/Rchg(42), LkGmblr-Def/EndRdx(43) Level 44: Personal Force Field -- LkGmblr-Rchg+(A) Level 47: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48) Level 49: Fire Imps -- CmdPres-Acc/Dmg(A), CmdPres-Dmg/EndRdx(50), CmdPres-Acc/EndRdx(50), CmdPres-Acc/Dmg/EndRdx(50) ------------ Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- ULeap-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 1: Containment Level 1: Ninja Run Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45) Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(13), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(45) Code:
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Radiation Infection: You can save a lot of slots by using 3 Enzyme HOs in RI.
LR: The Tempered Readiness set's bonuses are too low to make slotting up LR worthwhile. Those slots can be put to better use.
Choking Cloud: I can't see your numbers, but I bet you don't have capped Hold. That is important to making a more effective use of the power.
Getting Mezzed is the biggest weakness of a Fire/Rad, which is why both of mine use Indomidible Will. If you could get your Defense up high enough, then Defense will help some (but not all) mez powers from hitting you -- but I go for IW instead.
PFF still shows up in Mids Builder, but it has been removed from the Mace PPP for Controllers in game and replaced with Focused Accuracy. If you were counting on it -- don't.
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
Hi everyone, I am looking for an issue 19 Fire/Rad Controller Team Friendly Build that focuses on Recharge, Recovery and some decent Defense. Hyperstrike or anyone else have a good build that fits these parameters ? Thanks and have a nice night.
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Okay when you say Team Friendly, do you mean you're going to be playing primarily on teams or you're going to be soloing as well as teaming?
Most of my builds, currently, are primarily built solely for teaming and don't function really well outside of that (toggles out the ying yang).
Additionally, I haven't hacked my Mids to take into account inherent Fitness yet.
This is a nice looking but very expensive build . . . It has one huge problem and a few smaller problems. The huge problem is NO CHOKING CLOUD, which I consider to be a key power for Fire/Rad. Choking Cloud works best if it is Frankenslotted to some degree as it needs Max Hold and max or nearly max EndRdx -- I think I have 4 Unbreakable Constraints, a common EndRdx and the Lockdown +2 Mag Proc for CC in one of my two level 50 Fire/Rads. (No access to the game or Mids right now.) The other one has three Unbreakable Constraints (Hold, Hold/EndRdx and the damage proc), the Lockdown proc, an EndRdx and another Hold/EndRdx from another set. I miss out on a few bonuses, but having the power slotted effectively is more important to me.
While there are a few malcontents who don't like Choking Cloud on a Fire/Rad, the majority of experienced players consider Choking Cloud to be a key power for the build. If you are going to go anywhere near this expensive, you really should re-do the build to include Choking Cloud at 28. Also, EF needs 2 EndRdx. Personally, I would take Bonfire over Mutation or several other powers you have. (I'm not a big fan of the Fighting Pool or Leadership, but that's personal choice.) Bonfire has many great uses in the end-game, including using it as a combo power under AVs to add a little damage while keeping other pesky foes away. There are all sorts of great places to use Bonfire in the Statesman's TF, for example -- it is wonderful on the Towers to knock back the Repairmen while adding some damage. Since the upper level TFs will become much more popular with Issue 19 and the Incarnate stuff, it is worth considering. |
To be honest I like Choking Cloud, in fact I like it a lot however, if like me you spend a lot of time on your fire/rad and, more to the point, a shedload of inf to get Indom Will perma, then Flashfire/Cages and cinders are always up when I need them. When I first dropped CC with a +rech heavy build I have to say that I didn't miss it, I'm sure if you are in fire/rad superteams then this would be a different matter, however I've not seen one of those in a long time. Plus the OP didn't mention superteaming iirc.
I have to agree with you re. the fighting pool too, however the OP wanted something with +def, I've never put it on my fire/rad before and depending on what i19 brings with incarnates will depend if this is a 'goer' or not.
I suspect the EF 'problem', which I do normally double +endred, will be offset with the incarnate system - assuming there is an 'endred ability' come i19 (which is what the OP wanted a build for.)
Re. STF - I suspect I've done it a more times than most, our best time, back in the day, was 27:09, most of the reason I don't tend to use bonfire is due purely to my loathing of KB, it's not a logical hate of bonfire in itself, I've just teamed with bad stormies too many times.
I suspect you have looked at my build and compaired it with your ideal, of which I am greatful, however this build was in response to the OP and therefore your vast knowledge and experience might also be well employed at the OP to both help in their request and to question the items like 'Why do you want lots of +def on a fire/rad'.
Like Choking Cloud? No - I love it, but fire/rad's can also do very well without it.
Thx, for the advice @Local Man. Some good points there. With Unbreakable Constraint or frankenslotting i would be able to get the Hold in Choking Cloud up to 15sec (14,6sec atm) and with the other Tips i can free some Slots. But the Problem then is the Recharge. OK, Permahasten isn't a Problem, i can move one of the free Slots into Hasten, but i'm not able to get Indominate Will perma without the 3 Sets(Basi in CC, Tempered in LR and Dampened Spirits in RI and additional ialready lost one LOTG+Recharge in Personal Force Field). Would be nice if you have a soulution for this Problem, but i don't want to spend much more Inf on the Build. Personal Goal was a Permhasten, Perma-AM Build without Purples.
To be honest I like Choking Cloud, in fact I like it a lot however, if like me you spend a lot of time on your fire/rad and, more to the point, a shedload of inf to get Indom Will perma, then Flashfire/Cages and cinders are always up when I need them. When I first dropped CC with a +rech heavy build I have to say that I didn't miss it, I'm sure if you are in fire/rad superteams then this would be a different matter, however I've not seen one of those in a long time. Plus the OP didn't mention superteaming iirc.
I have to agree with you re. the fighting pool too, however the OP wanted something with +def, I've never put it on my fire/rad before and depending on what i19 brings with incarnates will depend if this is a 'goer' or not. I suspect the EF 'problem', which I do normally double +endred, will be offset with the incarnate system - assuming there is an 'endred ability' come i19 (which is what the OP wanted a build for.) Re. STF - I suspect I've done it a more times than most, our best time, back in the day, was 27:09, most of the reason I don't tend to use bonfire is due purely to my loathing of KB, it's not a logical hate of bonfire in itself, I've just teamed with bad stormies too many times. I suspect you have looked at my build and compaired it with your ideal, of which I am greatful, however this build was in response to the OP and therefore your vast knowledge and experience might also be well employed at the OP to both help in their request and to question the items like 'Why do you want lots of +def on a fire/rad'. Like Choking Cloud? No - I love it, but fire/rad's can also do very well without it. |
My Fire/Rads are kind of all-purpose builds . . . but I did not get the mega-expensive damage purples. I have some of the cheaper ones -- a few in Fire Cages (Chance for Hold) and Choking Cloud (4 hold ones) and a couple of the pet ones for Fire Imps. Without spending billions on them, my builds are very effective. I did not cap Defense or Recharge or anything else, and yet it provides a great combination of control and damage. I often don't need to even use Flashfire or Cinders, especially if there is a decent tank on the team . . . Tank goes first, then I hit Fire Cages and run in, pop Char on the one or two who aren't held while the foes roast. Tank can then run on to the next group while I clean up.
I understand the dislike for knockback -- misused, it can be very frustrating. For example, last night, I was on my Arrows Blaster doing an ITF. At one point there was a huge group gathered by the tank, ready for my Rain of Arrows. I pop Build Up and Aim, and then fire off Rain . . . just as somebody fired of a huge PB AoE knockback power, sending the huge group of foes out of my targetted area. Ugh. I have certainly teamed with Fire Controllers who misused Bonfire -- some try to lock down foes with Fire Cages to counter the knockback, but some always get missed. Bad Stormies are infamous for uncontrolled knockback. However, controlled knockback can be a wonderful tool.
To me, Bonfire is a situational power. I only use it where the knockback will be helpful or at least not a problem. It has a lot of strategic uses. The Towers are a great example of one of those situations. Throw it on the Tower, and it sends the Repairmen flying back while doing some DoT on the Tower. Another use in the same TF: Throw it on Dr. Aeon to knock back his spawned copies while the team beats on him -- it reduces the damage taken by teammates from the copies while doing some damage to Dr. Aeon. Another: Throw it on Lord Recluse to knock back his spawned minions. Several uses in the ITF and many other TFs. You can pretty much throw it on any AV or fixed item with knockback protection, or use it to block doors and hallways -- it is great to protect your back from ambushes.
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
To be honest I like Choking Cloud, in fact I like it a lot however, if like me you spend a lot of time on your fire/rad and, more to the point, a shedload of inf to get Indom Will perma, then Flashfire/Cages and cinders are always up when I need them.
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When I first dropped CC with a +rech heavy build I have to say that I didn't miss it, I'm sure if you are in fire/rad superteams then this would be a different matter, however I've not seen one of those in a long time. |
- Monday: 9PM Eastern
- Friday: 7PM Eastern
Liberty:
- Tuesday 8PM Eastern
- Thursday 8PM Eastern
Plus the OP didn't mention superteaming iirc. |
Even solo it helps. Think about farming for instance. Run in, pop Cinders, FF/Cage what remains, then sit there letting Choking Cloud do it's thing while your imps monkey-slap everything to death.
I suspect the EF 'problem', which I do normally double +endred, will be offset with the incarnate system - assuming there is an 'endred ability' come i19 (which is what the OP wanted a build for.) |
Re. STF - I suspect I've done it a more times than most, our best time, back in the day, was 27:09, most of the reason I don't tend to use bonfire is due purely to my loathing of KB, it's not a logical hate of bonfire in itself, I've just teamed with bad stormies too many times. |
I suspect you have looked at my build and compaired it with your ideal, of which I am greatful, however this build was in response to the OP and therefore your vast knowledge and experience might also be well employed at the OP to both help in their request and to question the items like 'Why do you want lots of +def on a fire/rad'. |
Like Choking Cloud? No - I love it, but fire/rad's can also do very well without it. |
The Towers are a great example of one of those situations. Throw it on the Tower, and it sends the Repairmen flying back while doing some DoT on the Tower.
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Plus, I've had situations of repairmen wandering off and resurrecting defeated towers because of this. It earned me a STERN talking-to by my teammates.
Another use in the same TF: Throw it on Dr. Aeon to knock back his spawned copies while the team beats on him -- it reduces the damage taken by teammates from the copies while doing some damage to Dr. Aeon. Another: Throw it on Lord Recluse to knock back his spawned minions. |
Several uses in the ITF and many other TFs. You can pretty much throw it on any AV or fixed item with knockback protection, or use it to block doors and hallways -- it is great to protect your back from ambushes. |
Thanks for the feedback, I guess I was a little to quick with offering a solution and little to backup the playstyle/cost. Will answer your questions and try and post more background however I suspect since the OP has now said thay don't want to spend loads then my points will be mostly moot.
Those still require an acc check. Choking Cloud does not. And Stun+Immob, while functionally the same as a hold is not a hold.
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Freedom: - Monday: 9PM Eastern - Friday: 7PM Eastern Liberty: - Tuesday 8PM Eastern - Thursday 8PM Eastern |
Which is why I asked for clarification. |
Even solo it helps. Think about farming for instance. Run in, pop Cinders, FF/Cage what remains, then sit there letting Choking Cloud do it's thing while your imps monkey-slap everything to death. |
If you're talking about solo 'normal rep' then personally I can't see the need to do much more than simple cages for containment - really no need for me to run CC (owing mainly to my perma mez protect and a heal if they get lucky before they get dead)
From what I saw of the incarnate system in previous betas, if it still holds true, is going to make end management on high level Fire/Rads MUCH nicer. |
If you need the mitigation, Bonfire's great for that. However in teaming situations, the uncontrollable KB field can be a VAST nuisance. |
Probably tying to keep it survivable. Currently I'm the "tank" on our little Fire/Rad superteam and even with Poo^H^H^Rock Armor, and Maneuvers, I still tend to smootch floor regularly. |
Yes. Yes they can. They're just a poorer experience for not having it. |
While, on the surface this seems reasonable, this move can be a REALLY Bad Idea<TM>. Yes, it keeps the repairmen off the tower, but you have to chase them to kill them (instead of doing AOE and melting them right there).
Plus, I've had situations of repairmen wandering off and resurrecting defeated towers because of this. It earned me a STERN talking-to by my teammates. |
Unless the tank in question has powers that require he have lots of enemies around (Invincibility, Energy Absorpotion, etc). |
Actually, the Romulus Console is an ideal use of this power. Except when you want to blast holds (especially EM Pulse) on the waking Romulus Phalanx bots. As a non Fire/Rad superteam move, it's probably a Good Idea (save where mentioned above). |
It especially works with EM Pulse on the big ring of Robots . . . and THEN Bonfire.
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
Those still require an acc check. Choking Cloud does not. And Stun+Immob, while functionally the same as a hold is not a hold.
Freedom: - Monday: 9PM Eastern - Friday: 7PM Eastern Liberty: - Tuesday 8PM Eastern - Thursday 8PM Eastern Which is why I asked for clarification. Even solo it helps. Think about farming for instance. Run in, pop Cinders, FF/Cage what remains, then sit there letting Choking Cloud do it's thing while your imps monkey-slap everything to death. From what I saw of the incarnate system in previous betas, if it still holds true, is going to make end management on high level Fire/Rads MUCH nicer. If you need the mitigation, Bonfire's great for that. However in teaming situations, the uncontrollable KB field can be a VAST nuisance. Probably tying to keep it survivable. Currently I'm the "tank" on our little Fire/Rad superteam and even with Poo^H^H^Rock Armor, and Maneuvers, I still tend to smootch floor regularly. Yes. Yes they can. They're just a poorer experience for not having it. |
When giving advice to someone asking for it . . . I generally try to recommend the kind of build and powers that the majority of players prefer. If I have my own quirks or preferences (like Bonfire), I try to make it clear that it is my opinion which is not necessarily shared by everyone. Thus, if you have a specialized build that is designed for your playstyle, I think it is a good idea to explain your playstyle and the unique aspects of your build. And I try to assume that not everyone has billions and billions to spend getting tons of purples. It is wonderful if you can, but I don't assume that for someone asking for build help.
My Fire/Rads are kind of all-purpose builds . . . but I did not get the mega-expensive damage purples. I have some of the cheaper ones -- a few in Fire Cages (Chance for Hold) and Choking Cloud (4 hold ones) and a couple of the pet ones for Fire Imps. Without spending billions on them, my builds are very effective. I did not cap Defense or Recharge or anything else, and yet it provides a great combination of control and damage. I often don't need to even use Flashfire or Cinders, especially if there is a decent tank on the team . . . Tank goes first, then I hit Fire Cages and run in, pop Char on the one or two who aren't held while the foes roast. Tank can then run on to the next group while I clean up. I understand the dislike for knockback -- misused, it can be very frustrating. For example, last night, I was on my Arrows Blaster doing an ITF. At one point there was a huge group gathered by the tank, ready for my Rain of Arrows. I pop Build Up and Aim, and then fire off Rain . . . just as somebody fired of a huge PB AoE knockback power, sending the huge group of foes out of my targetted area. Ugh. I have certainly teamed with Fire Controllers who misused Bonfire -- some try to lock down foes with Fire Cages to counter the knockback, but some always get missed. Bad Stormies are infamous for uncontrolled knockback. However, controlled knockback can be a wonderful tool. To me, Bonfire is a situational power. I only use it where the knockback will be helpful or at least not a problem. It has a lot of strategic uses. The Towers are a great example of one of those situations. Throw it on the Tower, and it sends the Repairmen flying back while doing some DoT on the Tower. Another use in the same TF: Throw it on Dr. Aeon to knock back his spawned copies while the team beats on him -- it reduces the damage taken by teammates from the copies while doing some damage to Dr. Aeon. Another: Throw it on Lord Recluse to knock back his spawned minions. Several uses in the ITF and many other TFs. You can pretty much throw it on any AV or fixed item with knockback protection, or use it to block doors and hallways -- it is great to protect your back from ambushes. |
It's great to have other friendly fire/rad enthusiasts to chew the fat with, and that's made all the more colourful by our different experiences of which Choking Cloud seems to be a hot topic.
Personally the thing I love so much about them is their all-round uberness. I've not been in any teams with mine where it has underperformed despite my best efforts for trying to outdo the tanks ability for getting the most aggro. Similarly I've never found anything too hard that this build can't do (within reason) solo. Hell even a very bored friend built his to solo Lusca - granted it took him ages but he was a bit mental - Also loved stormies - ewwww!
My build came off of the back of a fire/rad superteam that sadly drifted apart in the mid-30 level range - my impression of it was that it was so good that it bored some people. So the build evolved from the initial desire to have flashfire back as often as possible, in a team or solo, it wasn't long before this greed for +rech took a hold on AM , the thought that it could be perma while NOT superteaming was too much to resist.
I don't remember when I noticed that the epic psi set had IW however that +rech mentalist in me must have been working overtime and before I knew it I was once again trying for the impossible - More Recharge. I think it was at this point that I dropped Choking Cloud and also a leadership toggle or two, maybe they didn't fit, I know that slots were always tight, and maybe I was worried about all that end leaking out of me - I really can't remember that part as clear as when I started to play the 'new build'.
The one slightly embarasing moment I do remember was when first showing off the new build, not only did I not have my, long harped on about power, Choking Cloud, but that infact I wasn't missing it.
It does call me everytime I have another go at planning my fire/rad in mids however time and again it gets left on the shelf akin to a muched love toy that I feel 'too old' to play with anymore. Maybe one day the devs will give us a 3rd build and I'll once again build my toon into it's original superteaming goodness.
Something I should have done for sure however I was replying to local_man, is this also your account Hyperstrike? I know some people have more than one.
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By solo are you talking Farming? |
Thanks for the heads-up, are you allowed to say 'what you have seen' though? |
With the early GR, you essentially paid to have the Incarnate slot opened. Then you had to build the enhancement for it.
I remember that a portion of the enhancement ignored ED. Something like 1/6th. So, if you were already at ED cap for recharge on a power, and added an Incarnate enhancement that was 33% Recharge (acts globally), you'd get the basic 4.25% (IIRC) or whatever you'd get as if you'd added a Level 50 Hami-O, plus 1/6th of the value (5.5%). So you'd get a bare minimum 9.75% bump to recharge for that ED-capped power (and more for those that were not ED-capped).
Again, this may have changed some.
According to scuttlebutt going around, we're going to find out in 2 weeks or so.
Since we're talking about the old GR beta, probably. The NDA on that expired a while ago. Granted, this may or may not change for i19. Actually haven't got a clue.
With the early GR, you essentially paid to have the Incarnate slot opened. Then you had to build the enhancement for it. I remember that a portion of the enhancement ignored ED. Something like 1/6th. So, if you were already at ED cap for recharge on a power, and added an Incarnate enhancement that was 33% Recharge (acts globally), you'd get the basic 4.25% (IIRC) or whatever you'd get as if you'd added a Level 50 Hami-O, plus 1/6th of the value (5.5%). So you'd get a bare minimum 9.75% bump to recharge for that ED-capped power (and more for those that were not ED-capped). Again, this may have changed some. According to scuttlebutt going around, we're going to find out in 2 weeks or so. |
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Hi everyone, I am looking for an issue 19 Fire/Rad Controller Team Friendly Build that focuses on Recharge, Recovery and some decent Defense. Hyperstrike or anyone else have a good build that fits these parameters ? Thanks and have a nice night.