Earth Rad i19 Build, as always looking for insight


ketch

 

Posted

I have Accelerated Metabolism at perma with the build. In theory Radiation Infection will put me at positional defense cap. Earthquake will give me another 15% hit debuff which of course will help.

I think Choking Cloud with Lockdown slotted should make some very interesting situation. I have that Set slotted in Poison Traps in another build and the hold is pretty great addition to just about any hold.

I did pickup Hover for concept and utility, with Hover I can make myself at range defense just by hovering above the mobs head which is my highest and the easiest defense for me to obtain while keep the recharge.

There isn't really much else I can think of with this type of AT as its debuffs and holds. Just slotting up the sets is going to make them useful.

But just looking to see if someone sees something glaring at them that I might be missing.

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Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Fossilize

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (17) Basilisk's Gaze - Accuracy/Recharge
  • (19) Basilisk's Gaze - Recharge/Hold
  • (19) Basilisk's Gaze - Endurance/Recharge/Hold
Level 1: Radiant Aura
  • (A) Doctored Wounds - Heal/Endurance
  • (7) Doctored Wounds - Endurance/Recharge
  • (7) Doctored Wounds - Heal/Recharge
  • (13) Doctored Wounds - Heal/Endurance/Recharge
  • (17) Doctored Wounds - Heal
Level 2: Stone Cages
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (21) Trap of the Hunter - Endurance/Immobilize
  • (21) Trap of the Hunter - Accuracy/Endurance
  • (23) Trap of the Hunter - Immobilize/Accuracy
  • (23) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (25) Trap of the Hunter - Chance of Damage(Lethal)
Level 4: Radiation Infection
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (37) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (40) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (40) Dark Watcher's Despair - Chance for Recharge Slow
Level 6: Quicksand
  • (A) Tempered Readiness - Accuracy/Slow
  • (40) Tempered Readiness - Damage/Slow
  • (42) Tempered Readiness - Accuracy/Endurance
  • (42) Tempered Readiness - Range/Slow
  • (43) Tempered Readiness - Endurance/Recharge/Slow
Level 8: Accelerate Metabolism
  • (A) Recharge Reduction IO
  • (9) Efficacy Adaptor - Accuracy/Recharge
  • (9) Efficacy Adaptor - EndMod
  • (11) Efficacy Adaptor - EndMod/Recharge
  • (11) Efficacy Adaptor - EndMod/Accuracy/Recharge
Level 10: Hasten
  • (A) Recharge Reduction IO
  • (13) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 12: Stalagmites
  • (A) Stupefy - Accuracy/Recharge
  • (36) Stupefy - Accuracy/Endurance
  • (48) Stupefy - Endurance/Stun
  • (48) Stupefy - Stun/Range
  • (48) Stupefy - Accuracy/Stun/Recharge
Level 14: Hover
  • (A) Luck of the Gambler - Recharge Speed
  • (15) Luck of the Gambler - Defense
  • (15) Luck of the Gambler - Defense/Endurance
Level 16: Mutation
  • (A) Recharge Reduction IO
Level 18: Earthquake
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (46) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (46) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (46) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 20: Lingering Radiation
  • (A) Accuracy IO
  • (42) Accuracy IO
Level 22: Boxing
  • (A) Accuracy IO
Level 24: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (25) Steadfast Protection - Knockback Protection
Level 26: Volcanic Gasses
  • (A) Lockdown - Accuracy/Hold
  • (27) Lockdown - Accuracy/Recharge
  • (27) Lockdown - Recharge/Hold
  • (36) Lockdown - Endurance/Recharge/Hold
  • (37) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (37) Lockdown - Chance for +2 Mag Hold
Level 28: Choking Cloud
  • (A) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (29) Lockdown - Endurance/Recharge/Hold
  • (29) Lockdown - Recharge/Hold
  • (31) Lockdown - Accuracy/Recharge
  • (31) Lockdown - Accuracy/Hold
  • (34) Lockdown - Chance for +2 Mag Hold
Level 30: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense
Level 32: Animate Stone
  • (A) Blood Mandate - Accuracy/Damage
  • (33) Blood Mandate - Damage/Endurance
  • (33) Blood Mandate - Accuracy/Endurance
  • (33) Blood Mandate - Accuracy/Damage/Endurance
  • (34) Blood Mandate - Accuracy
  • (34) Blood Mandate - Damage
Level 35: Recall Friend
  • (A) Range IO
Level 38: EM Pulse
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (39) Basilisk's Gaze - Accuracy/Recharge
  • (39) Basilisk's Gaze - Recharge/Hold
  • (39) Basilisk's Gaze - Endurance/Recharge/Hold
Level 41: Fire Ball
  • (A) Positron's Blast - Damage/Endurance
  • (43) Positron's Blast - Accuracy/Damage
  • (43) Positron's Blast - Damage/Recharge
  • (45) Positron's Blast - Accuracy/Damage/Endurance
  • (50) Positron's Blast - Damage/Range
Level 44: Fire Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (45) Reactive Armor - Resistance/Recharge
  • (45) Reactive Armor - Endurance/Recharge
Level 47: Rise of the Phoenix
  • (A) Recharge Reduction IO
Level 49: Consume
  • (A) Efficacy Adaptor - EndMod
  • (50) Efficacy Adaptor - EndMod/Recharge
  • (50) Efficacy Adaptor - EndMod/Accuracy/Recharge
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift
  • (A) Flight Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Healing IO
  • (5) Healing IO
  • (5) Healing IO
Level 2: Stamina
  • (A) Endurance Modification IO
  • (3) Endurance Modification IO
  • (3) Endurance Modification IO



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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

The only glaring flaw I see with a quick glance is 5 slots in Quicksand. The recharge bonus is fairly small considering the opportunity cost of 4 slots. If anything, I'd slap a Hami-O in there and call it a day. You could use those 4 slots for a little damage in Fossilize (Thunderstike will also net you 2% more recovery) and to bring down the endurance cost of Weave (Gift of the Ancients will net you some more recovery).

I'd also recommend an End. Reduc. in Mutation rather than recharge. If you have to rez someone every 60 seconds, you'll find the whopping endurance cost of 26 end. points will quickly leave you with little endurance for anythign else.


 

Posted

I will agree that QS is over slotted. And I will say I don't really get weave (and the way it's slotted) in this build, unless it's just a mule for the LotG. And quite personally I don't really get tough, but at least you can argue that fire shield is a resistance shield and you are stacking S/L damage resists. Also I think you'll find choking cloud pretty meh for an earth/rad. You'll end up at range more than you realize. EMPulse, fossilize and Lingering Rad are underslotted.


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

 

Posted

I echo Mental Maden's comments, and can add a few.

Like MM, I'm not a big fan of trying to slot up controllers for Defense at the expense of Control. If the foes are controlled, they won't be shooting at you. In most cases, greater Recharge will help you get your controls out more often to help you AND the team -- Defense only benefits you. If you want to fit in some S/L or Ranged Defense without sacrificing your other control, that's fine. But I see too many builds who go for Defense when better control will provide more benefit.

Earth/Rad is especially good at ranged AoE control with some good team support. My attitude towards slotting is to make sure you slot the powers well first, then figure out if you can fit in set bonuses as, well, bonuses. If you are going to go for certain bonuses, you should focus on a goal. Recharge? Recovery? Damage? S/L Defense?

Fossilize: This should be your most used power. I prefer to 6-slot it with a little damage, too. Add an Acc/Dam and a common Damage. Maybe an Acc/Dam Hami-O for the Acc/Dam if you can.

Quicksand: Remember you have two slow powers, so you don't really need to slot this for Slow. 1-2 Recharge is all it needs, and I put it underneath all my other AoE controls so I use it a LOT. 25% Defense Debuff in addition to the AoE Slow.

AM: You can make up for the lost 3.75% recharge from Quicksand by 6-slotting this with the Efficacy Adapter set for 5% Recharge.

Stalagmites: I would try to get a Recharge as a 6th Slot. I like to get this up as much as possible. It is my best alpha-strike control.

Hover: Do you really need Defense here? I would leave it with a single LotG Recharge. Set up an easy toggle between this a Fly as a bind.

In case you didn't gather, I'm not a fan of the Fighting Pool. Stone Cages+Radiation Infection+Earthquake should be plenty of -ToHit. Add in Ling Rad for the -Recharge and they will have very few chances to shoot at you and your team. (Your team won't benefit from the Fighting Pool.)

Ling Rad: Some Recharge to make it perma.

Volcanic Gasses: This needs to be slotted with as much Hold and Recharge as you can. The Lockdown Proc is great once you have capped Hold and Recharge. A Hold available more often is better than Defense.

Choking Cloud: Don't compare it to Poison Gas Trap -- CC is a unique power. It is a PB AoE toggle pulsing hold that should be slotted with max Hold and EndRdx because it sucks down endurance. CC needs max Hold so that the Hold will last through 3 pulses instead of two. CC also takes a while for the pulsing hold to hit, so it needs to be combined with another power to be effective. I love it on my Fire/Rads and Elec/Rad . . . but don't have it on my Earth/Rad (or Ill/Rads or Plant/Rad). Earth/Rad can stay at range to avoid melee . . . this will put you at melee and may keep you from doing other useful things. Even if you choose to keep it, the Lockdown set does not have enough EndRdx. This is a power that NEEDS to be frankenslotted. The Lockdown proc, however, is great in it due to its unique way of working.

Animate Stone a/k/a Rocky: The +Resistance Pet procs (there are two) are great here to stack Rocky's already high Resistances. 4 Expediant Reinforcement, a Hami-O Acc/Dam and the other Resist proc work if you are going for Recharge. Rocky can work as a tank to draw aggro, but you really need some kind of Invis to lead him into battle. I prefer Super Speed+the Celerity Proc.

If you really want to do damage as a controller, you will want to add Fire Blast at least 5 slotted, probably instead of Consume.


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

When LM mentioned Hover it occurred to me that, unless you spend your time hovering very low, it will prevent you from activating Stalagmites.


 

Posted

Thanks for all the insight.. Being a defense cap player I end up pushing in this direction, granted this time it's probably not the smarted direction.

The toon is 4 years old and was a struggle to level with limited attacks. I group when I can but solo when I needed. The thing is with my other toons being at defense cap I can run missions on 0/8 solo and not sweat it. So switching over to this toon is sort of a play style shock.

But I will rework all that stuff and repost for inspection.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
Originally Posted by plainguy View Post
Are any of the rad powers auto hit or do any require a hit check..
Radiation Infection and Enervating Field are both autohit toggles. Lingering Radiation needs Accuracy and Recharge, as it is a Targetted AoE Click power that needs a ToHit check. However, if you have already applied Quicksand and/or some of your other Earth Control powers and/or Radation Infection before using LR, you will have applied a lot of Defense Debuff making it much easier for LR to hit.

Fallout and EM Pulse also need accuracy.

If you want a LOT of information and strategy tips on the Radiation secondary, take a look at my Earth/Rad and Illusion/Rad guides . . . the Ill/Rad guide has IO slotting for the Rad powers and is more up-to-date.


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