Rad/Fire critique... Did I miss anything?
So, I'm going to assume that 107 views and 0 replies means I didn't miss anything... However, I've been debating a bit. Is the mag 2 Hold protection from Acrobatics really worth the two power selections it takes to get? I can easily get the KB protection from IO's, and rarely use travel powers at all, much less SJ. So, my thinking was I could take Hover and Fly (Fly being much more useful when I need it, mainly for the rare Shadow Shard TF) early, in place of SJ and Acrobatics, and then have another power selection free by the end. What, exactly, I'm not sure. Maybe the snipe or something. *shrug*
Would this make sense? I've been considering doing the same on my Dark Armor Scrapper, as well.
It's a workable build, not optimum slotting which is what most chase after but it's kinda cheap, I like it. I edited the original build to how I'd do it, not bigmclargehuge changes but just enough. Mostly a bit more recharge, end reduction and regeneration due to lack of Aid Self.
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1593;748;1496;HEX;| |78DAA554596B135114BE93A569B6265D62D32D6DBAA58B9936A8E0020A2E01A585D| |2D63E686B9C26433210668634D5C60D7F80DB9B1B3EF9228882B821FE2297AAEF2E| |E3596E524B1E1D92EFBBF7E4DCB37CE74EE6B74E8684B8794C28E113656D6323771| |CB0AA5702CB7ABE645A65AB58133E214442DA738B9A59D40BEAA25630B4AA61997C| |2059FF7969D3B6AD4A55CD1A153D37AF9986BD5926BFF6D36649AFE86655AD2F420| |B965556E774CD36CC6280364BB6AE1782B4CC968D62A91AA9FB14F4CA46C9B03B4E| |D9465ECD5A953C46C78CB538547700BEE7C2423E8E47DC074A89C90744530F89661| |E313D26BA241AEE8A780A9411A16744E72190C2BF78954F2E210684EB33D317A2E8| |57A28ECBE4BEE70A116EDC32BD5B2393679D294FD45160779D0944F55216C7E56D5| |5B0A2560FD1644C41876E70F0713CE173BBD054838D5F16E6E7C2025C58800BEBE2| |C2E25C58820B5B837682B2D1E03437CA340CF15934C7156653DB2EC200117934C2A| |628530ECEB5CB6EDB59ECD42EB1D3AC729A35F743A64ED94C27F77715363116C01D| |E366E2DCCCC8365126C9B2C1D16EF613DD6CBA08C97BA40E3DAFC9D4FB86E92DD1D| |03BA6F74CAF88AE01F6D1601D6FDF6D12B4FF0ED35DA2E43DA62D724FD68856C358| |0BE71AE05C09CE95E0E8294E39C52967B8420D4E0D4A79067F52D8D15F4CBF99FE1| |08D3B44D7C17158BA0FB31623520B1E6C8A073B6953F41B80632C89678CDDC7D97D| |9CDDF7B282692C66403C876B3921C59F60F15F80695ADEBEE9B84267469926E812B| |E0407555E0D95479ED945233096591974364DA67E4FE38D820F3C62AEC9B2E069BC| |5B42214B127DB894FF7A3E84EA71FC8B01C065840500650557AB086BB8BD802B0D5| |7EB0879DC3A1F43F54A2307B1A0430887118E20C4A200B7D0D387AF521021841046| |6843882044113A117A119E2038FE68E39FC1D9C694CABFFD7F6BB27CDFB1B895333| |48E96A3349CD6159A5ED759A21F3B7E8A32442368619A6DD27DAAC99269B2EC6FB2| |EC6BB2ECE8FD1781FD4145| |-------------------------------------------------------------------|
Thing to note:
Third recharge in Aim or Build Up only takes 1-3 seconds off, so slots saved there
By combining Super Speed with Super Jump, you've got a really effective travel power which also gives invisibility due to the IO and Super Speed's stealth, so if needed you can ghost missions (which is handy for a Blaster).
Due to not having much defense to go with anyway, swapped out the 3% defense proc for KB protection
You're at the HP cap for Blaster, no health bonuses have been wasted
Swapped a few IOs out to save on inf
With Consume, you don't need huge amounts of +recovery, especially if getting that means less end reduction through slotting
The Infernal Gallop is amazing music to play while build editing
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
Here's my current project build for my Rad/Fire... I've started bidding on the lower level IO's (Working on Decimation right now), as he's only 44 right now. Glaring errors I've corrected recently were an excess set of Eradication, thus missing out on a set bonus, and moving slots from Fire Sword to X-Ray Beam (to get better bonuses out of Decimation rather than the Crushing Impact I had in Fire Sword at the time). A few side notes: The +Stealth proc in Super Jump was entirely for giggles. I have no real reason for slotting it, and likely won't end up buying it anyways. Hover, with it's two slots of LotG was entirely a whim, I had no idea what to use the last power selection on, and being able to add another 7.5% Recharge and 12% Regen seemed like the best option at the time (3AM this morning, to be exact... >.>). If anyone has a better suggestion for replacing Hover, I'm open. :)
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: X-Ray Beam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(48)
Level 1: Ring of Fire -- Empty(A)
Level 2: Irradiate -- Erad-Dmg(A), Erad-Acc/Rchg(3), Erad-Dmg/Rchg(3), Erad-Acc/Dmg/Rchg(19), ShldBrk-Acc/Rchg(23), ShldBrk-Acc/DefDeb(31)
Level 4: Combustion -- Erad-Dmg(A), Erad-Acc/Rchg(5), Erad-Dmg/Rchg(5), Erad-Acc/Dmg/Rchg(19), C'ngBlow-Acc/Dmg(23), C'ngBlow-Dmg/EndRdx(31)
Level 6: Combat Jumping -- GftotA-Def(A), GftotA-Def/EndRdx(9), LkGmblr-Rchg+(42)
Level 8: Super Jump -- ULeap-Stlth(A)
Level 10: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Rchg(11), Erad-Dmg/Rchg(11), Erad-Acc/Dmg/Rchg(21), C'ngBlow-Acc/Dmg(25), C'ngBlow-Dmg/EndRdx(31)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Cosmic Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(43), Decim-Acc/Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46)
Level 20: Acrobatics -- EndRdx-I(A)
Level 22: Blazing Aura -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(25), Sciroc-Acc/Dmg(36), EndRdx-I(48)
Level 24: Assault -- EndRdx-I(A)
Level 26: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(33), JavVoll-Acc/End/Rech(33)
Level 28: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(34), C'ngBlow-Dmg/Rchg(34), C'ngBlow-Acc/Rchg(34)
Level 30: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Acc/EndRdx/Rchg(43)
Level 32: Atomic Blast -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
Level 35: Burn -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(42)
Level 38: Hot Feet -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(45), EndRdx-I(46)
Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam(45)
Level 47: Force of Nature -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 49: Hover -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(7), Numna-Regen/Rcvry+(9), Numna-Heal(21)
Level 2: Stamina -- EndMod-I(A), EndMod-I(7)
------------
Set Bonus Totals: