Need help on Earth/Rad
I really need to go back to that Earth/Rad guide and update it . . . I have learned a lot since I wrote it. My more current recommendations for the Rad secondary can be found in my Illusion/Rad guide.
Most of the power pics and slotting are good. Just a few things here and there:
There is no real reason not to use IOs other than the time and effort to craft them. With some effort, it is easy to earn millions in this game. Want an easy way to do it? Do Tip Missions. 5 a day for 4 days will earn you two Allignment Merits (A-Merits). Buy a Luck of the Gambler Recharge for 2 A-Merits at Fort Trident and then sell it on the Market. That will net you 160-200 million. There are many, many other ways to make lots and lot of Infl, too. Once you start to earn some significant Infl, you can look to working up an IO'ed Set build.
You don't have a travel power. If you have chosen to get by with Ninja Run, that's fine. But you might want to consider dropping the Invis pool and taking Super Speed. Then add a Celerity Stealth to it for full invisibility. (Those are expensive, but this is another one you can get with A-Merits if you want.) When you need vertical travel, you can use a Raptor Pack or Ninja Run. Since you are taking Hasten anyways, you can use only one power pick for Super Speed and have one more power pick available.
Put an EndRdx or a Damage proc in that last slot in Stone Cages.
Quicksand can probably get by with 2 Recharge, especially if you use level 50 IOs. Same with Earthquake, but Earthquake can take ToHit Debuff if you have the spare slots.
Enervating Field can get by with 2 EndRdx -- the third one has minimal benefit. Again, switching to 2 level 50 IOs will be even better.
The 4th EndMod is doing very little. You can use that slot somewhere else.
For an extra power pick . . . you could consider Fallout. My opinion on the power has improved some -- I have it on my Earth/Rad, and although I don't use it all that often, it is a lot of fun when I do. It is still very situational, but with many of the newer TFs, more deaths happen. You don't really need Tactics with all that Defense Debuff (other than for the perception buff).
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
Thanks a lot local_man for your quick feed back. I'll do that changes.
Hi i'm a new beginner to coh. First of all i want to thank to Local_Man for his great guide on Earth and Rad Controller and apologize for my english if i have any mistakes. I tried to make a build for lvl'ing using his build on guide. As you know after i19 we dont have to put in fitness pool. So i changed it a little bit and need your comments for better tuning. This is not a SO'd build as i don't have much influence but a lvl'ing build.
My main goal for this toon is to use it in TF's and making it easy to achieve for my team with fast finishing missions. If you have any ready builds for earth/rad it'd be great for me to look at. Thank you all in advance. Here is what i came up with...
Hero Plan by Mids' Hero Designer 1,91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Radiation Emission
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Fossilize -- Acc(A), RechRdx(3), Hold(5), Acc(11), RechRdx(17), Hold(31)
Level 1: Radiant Aura -- Heal(A), Heal(15), RechRdx(34), Heal(40), RechRdx(42)
Level 2: Stone Cages -- Acc(A), Acc(3), EndRdx(7), Empty(23)
Level 4: Radiation Infection -- ToHitDeb(A), ToHitDeb(5), ToHitDeb(21), EndRdx(46)
Level 6: Quicksand -- RechRdx(A), RechRdx(7), RechRdx(31)
Level 8: Accelerate Metabolism -- RechRdx(A), RechRdx(9), RechRdx(9), EndMod(36), EndMod(42), EndMod(42)
Level 10: Grant Invisibility -- EndRdx(A)
Level 12: Stalagmites -- Acc(A), Acc(13), RechRdx(13), RechRdx(17), Dsrnt(21), Dsrnt(25)
Level 14: Invisibility -- EndRdx(A)
Level 16: Maneuvers -- DefBuff(A), DefBuff(23), EndRdx(43)
Level 18: Earthquake -- RechRdx(A), RechRdx(19), RechRdx(19)
Level 20: Assault -- EndRdx(A), EndRdx(46)
Level 22: Recall Friend -- IntRdx(A)
Level 24: Enervating Field -- EndRdx(A), EndRdx(25), EndRdx(43)
Level 26: Volcanic Gasses -- RechRdx(A), RechRdx(27), Hold(27), RechRdx(31), Hold(34), Hold(36)
Level 28: Hasten -- RechRdx(A), RechRdx(29), RechRdx(29)
Level 30: Lingering Radiation -- Acc(A), RechRdx(36), RechRdx(37), RechRdx(37), Acc(37)
Level 32: Animate Stone -- Acc(A), Dmg(33), Dmg(33), Dmg(33), Acc(34)
Level 35: Mutation -- RechRdx(A), RechRdx(43)
Level 38: EM Pulse -- RechRdx(A), RechRdx(39), Acc(39), Acc(39), Hold(40)
Level 41: Hibernate -- RechRdx(A), RechRdx(46)
Level 44: Frozen Armor -- DefBuff(A), DefBuff(45), DefBuff(45), EndRdx(45)
Level 47: Ice Storm -- Dmg(A), Dmg(48), Dmg(48), RechRdx(48)
Level 49: Vengeance -- DefBuff(A), ToHit(50), Heal(50)
------------
Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Hurdle -- Jump(A)
Level 2: Health -- Heal(A), Heal(50)
Level 2: Stamina -- EndMod(A), EndMod(11), EndMod(15), EndMod(40)
Ty..