Fire/Rad - I19


Descend

 

Posted

All set thanks to Local man! TYVM


"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."

 

Posted

Here's my only build with perma IW. I currently have the wrong alpha slot in game, but I'm debating wheher or not the 1-2 second down time on IW is worth the shards to make the right one. Anyway, it's also my "lock everything down and don't let it do anything" build, so lots of control and team buffs, but little personal damage really.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

total control: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43), Dmg-I(43), Dmg-I(46)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(25), Dct'dW-Heal(37), Dct'dW-Rchg(40)
Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(34), GravAnch-Acc/Rchg(36), GravAnch-Immob/EndRdx(37), GravAnch-Hold%(37)
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: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(34)
Level 8: Hot Feet -- Sciroc-Acc/Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(11), M'Strk-Dmg/EndRdx(13), Sciroc-Dmg/EndRdx(13)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(19), Stpfy-Acc/EndRdx(19), Stpfy-Stun/Rng(25), Stpfy-Acc/Stun/Rchg(33), Rope-Acc/Stun/Rchg(34)
Level 14: Super Jump -- Jump-I(A)
Level 16: Radiation Infection -- HO:Enzym(A), HO:Enzym(17), HO:Enzym(17)
Level 18: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 20: Lingering Radiation -- RechRdx-I(A), RechRdx-I(21), Acc-I(21)
Level 22: Smoke -- ToHitDeb-I(A)
Level 24: Assault -- EndRdx-I(A)
Level 26: Tactics -- AdjTgt-ToHit/EndRdx(A), GSFC-ToHit/EndRdx(27), ToHit-I(27), EndRdx-I(31)
Level 28: Choking Cloud -- Lock-%Hold(A), G'Wdw-EndRdx/Hold(29), EoCur-EndRdx/Hold(29), Hold-I(31), EndRdx-I(31)
Level 30: Mutation -- RechRdx-I(A)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(50)
Level 35: Bonfire -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(40), KinCrsh-Rchg/KB(36), KinCrsh-Rechg/EndRdx(36), KinCrsh-Dmg/EndRdx/KB(40), KinCrsh-Acc/Dmg/KB(50)
Level 38: EM Pulse -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/Hold(39), BasGaze-Acc/Rchg(39)
Level 41: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(42), RechRdx-I(42), RechRdx-I(46)
Level 44: World of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(45), CoPers-Acc/Rchg(45), CoPers-Conf/EndRdx(45), CoPers-Conf%(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Spiritual Radial Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(11)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3), P'Shift-End%(9)
------------
Set Bonus Totals:

  • 9.5% DamageBuff(Smashing)
  • 9.5% DamageBuff(Lethal)
  • 9.5% DamageBuff(Fire)
  • 9.5% DamageBuff(Cold)
  • 9.5% DamageBuff(Energy)
  • 9.5% DamageBuff(Negative)
  • 9.5% DamageBuff(Toxic)
  • 9.5% DamageBuff(Psionic)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 2.5% Defense(Ranged)
  • 3% Enhancement(Stun)
  • 4% Enhancement(Confused)
  • 24% Enhancement(Accuracy)
  • 93.75% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 30.52 HP (3.001%) HitPoints
  • Knockback (Mag -3)
  • Knockup (Mag -3)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 4.15%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 4.7%
  • 18.5% (0.309 End/sec) Recovery
  • 26% (1.104 HP/sec) Regeneration
  • 2.5% Resistance(Smashing)
  • 5.355% Resistance(Fire)
  • 5.355% Resistance(Cold)
  • 3% RunSpeed



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Posted

To both the OP and Pyro, I see you both took assault. I really don't care for the power that much as a controller, for the best bang for your buck pick up manuvers and shove a LotG 7.5% recharge in there if you have the money.That might also help Pyro close the gap on his little down time and over all increase control as abilities come up faster.

Other than that, what kind of play style are you going for Jharber?


 

Posted

Quote:
Originally Posted by SpellsofHate View Post
To both the OP and Pyro, I see you both took assault. I really don't care for the power that much as a controller, for the best bang for your buck pick up manuvers and shove a LotG 7.5% recharge in there if you have the money.That might also help Pyro close the gap on his little down time and over all increase control as abilities come up faster.

Other than that, what kind of play style are you going for Jharber?
That is a good point, and I can't believe I missed that thank you. I think I went assault assuming the control would provide enough protection and that killing faster would be better, but I never thought of using maneuvers for just the mule.


 

Posted

Well, I just want to keep Hasten, AM, and IW as perma or close to as possible. I will remove smoke as my last power though and add maneuvers, for my last LotG. I kinda forgot about that when building this again. I would rather have assault though personally over PT since I can't really slot that attack properly. I would also like to keep stealth with my +stealth IO so I can run through certain missions TF faster. I do enough damage with just hot feet, fire cages and imps honestly.

I am just wondering if I could make a Dominator that would do more damage and be more survivable with this kind of money put in him. A Dom though does not do much AoE damage though except for PS which is awesome and perma dom gives mez prot of course. I do get AM, heals and de-buffs though which is always nice.


"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."

 

Posted

Here is a build, I know purples are expensive (around 600 mil/ each set) but Flash Fire slotted with it is well worth the cash. But since the Basilisk Gaze set is around 170 to 200 mil themselves, I know you got a some influence in the bank. The only think I still dislike is my slotting of Choking Cloud, which I know that can be improved.



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/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen

Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper

 

Posted

Quote:
Originally Posted by Pinkpup View Post
Here is a build
Well, I already have AM in flashfire, but I think that 6 slotting it with the chance for tohit debuff is a wasted slot for me personally. I also do not like the chance to hold proc in char with only 15% chance, but I can see how it could be nice against AV if it procs, but I would not do it personally. I do love the UC on choking cloud which I totally forgot about that set. I will definitely do that! Thanks for that!

PS: With that extra recharge from unbreakable constraint I think I will even drop maneuvers as a LotG mule and take one slotted fallout at level 49. It still leaves IW at 86 seconds instead of 85 and I will get a power I might actually use once in a while instead of a power I will never use. Even one slotted fallout is an amazing de-buff. I have vengeance on a bind where it looks for a close corpse and then goes off, so I can do that with fallout also.


"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."

 

Posted

I have the Dev proc/Chance for Hold in Cinder and Char in my fire/storm.... for Cinder, I get 1 to 3 in its hold every time I use the power. For Char, its saved my bacon a few times when I was in trouble and it went off. But it is a pretty short hold, so I could see why you would pass on it. But on any aoe, its a good proc to have in it.

Flashfire, I agree you could drop the sixth slot. I think I only put that there cus I had a free slot, and couldn't think of a better spot for it. But on my fire/storm as well as this build, its nice to have a duration of 30 seconds and the same for recharge. Most mobs are dead before they come out of stun.

But don't forget to plan for your alpha slot, cus that should have a impact on what you're slotting. If you're going for recharge, then you could lighten-up on a few powers and let the 45% to recharge take up the slack. Or endurance, etc...


/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen

Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper

 

Posted

Well, I just noticed that I had Radiant Aura 6 slotted and I do not know why, so I think I will try that chance for hold proc in char since there really is not another place to put a slot at that level. When I mentioned it would be nice against AVs etc and with the quick 2 sec recharge I can see it might be more useful than I thought for stacking hold esp with CC always stacking also.

As far as my Incarnate I am thinking muscular for more damage and the higher tiers for longer immobilize and end modification. I want to see how the build actually runs though before I make a final decision, but my build was always about damage and I think that is one of the main reasons to even pick fire is to do damage. The nice thing though is we can make more than one and change them right woot! I could make the damage one for solo and another for teams if it made drastic changes in my performance.


"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."

 

Posted

Quote:
Originally Posted by Pinkpup View Post
I have the Dev proc/Chance for Hold in Cinder and Char in my fire/storm.... for Cinder, I get 1 to 3 in its hold every time I use the power. For Char, its saved my bacon a few times when I was in trouble and it went off. But it is a pretty short hold, so I could see why you would pass on it. But on any aoe, its a good proc to have in it.

Actually, you are being misled. Char will hold Minions and Lieutenants on its own. Char has a 20% chance to "overpower" to add an extra 1 Mag to hold bosses. Devastation Chance for Hold has a 15% chance to hit . . . if the hold hits. But all the Minions and Lieutantants, and 20% of the bosses are already being held. The proc goes off and shows the Tesla Cage animation, but it is stacking hold on an already-held foe.

In reality, that proc only has any possible benefit against the 80% of bosses not held. 15%x80% is 12% . . . so you are seeing a benefit on only 12% of the Bosses. The number of bosses varies with your settings, team and type of mission, but if we assume that bosses are 20% of the total foes, that proc is only hitting 2.4% of the time.

On the other hand, if you slot Char with a simple damage IO, it will hit 100% of the time on all foes hit by your hold. Compare 100% vs. 2.4% . . . is the proc worth while?

That proc is nice in a Blaster's fast-recharging blasts, since it hits a full 15% of the time. But it is mostly a waste in a controller's single-target hold.


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

jharbor, you have some room to move some slots around. I don't have time right now to go through your build, but I have some suggestions on ways to improve it.


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

Yes, that would be excellent Local! Please tell me any ideas you have. Also, money is of no concern so whatever is fine. I was also wanting the Muscular Boost, but if you have reasons why something else would be better let me know! TYVM!

Part of me is wanting to take the fire pool as well for fireball, RotP and consume! It is kinda a kill them before they kill me kinda thing lol ... I dunno ... IW is nice, but very boring ...


"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."

 

Posted

OK, let's see . . .

You have appeared to make this build for exemping down to level 30 . . . but you have to sacrifice quite a bit in the build to do that. The level 50 IOs are much stronger than the level 25 and 30 ones. It is a matter of personal choice. Personally, I build my level 50 characters to play at level 50 with their bonuses. If I exemp down, then I lose my bonuses, but I don't do that very often. Not worth the sacrifice to me.

You have a LOT of recharge, which is always nice on an controller, but not needed as much on a Fire/Rad as some other controllers. You have Choking Cloud+Hot Feet for continual control. My view is that I would sacrifice some Recharge for better utility.

Char: 4 Baz Gaze are fine, but you will probably use this power a lot . . . it would be a good idea to get some damage in it, too. If we can find two slots, an Acc/Dam Hami-O and a common Damage will help a lot.

Radiant Aura: That 6th slot for 1.26% Toxic Resist? Not worth it -- I'd drop the End/Rech. There is one of your two slots for Char.

Rad Inf: Ideal slotting in this power is 3 Enzyme Hami-Os, as they enhance Defense Debuff, ToHit Debuff and EndRdx. A 4th slot for the Achilles proc is good if you have the spare slot, but that will get you back two slots at the cost of 5% Recharge.

AM is fine.

Fire Cages: The damage from this power isn't much. I go with 5 Grav Anchor (leave out the pure Immob) and a Posi-Blast proc in the last slot. That gets you back some of that Recharge you lost in RI.

Hot Feet: Your slotting is a little low on EndRdx . . . and has no Slow. The Slow helps keep foes in the area of Choking Cloud longer. Try the following (at level 50): Dam/End and Acc/Dam/End from Scirocco, Dam/Slow and Slow/End/Rech from Tempered Readiness, and an Acc/Dam Hami-O and a common EndRdx. That caps both Damage and EndRdx, decent Accuracy and a decent amount of Slow. Plus some small bonuses your slotting didn't have.

Cinders: See if you can put a 5th slot there for Acc/Hold/Rech from another set. It makes the power more effective. Remember that Cinders has a 20% Accuracy penalty. 4 Baz Gaze alone in EM Pulse is OK since it has higher accuracy and longer hold time.

Assault: I didn't take it. It uses a lot of endurance, and this build already uses a lot of endurance. However, a lot of people love the Leadership pool, so I don't think it is a bad choice, just not mine. I prefer to have Super Speed with a Celerity Stealth IO for full invisibility.

Ling Rad: You have no accuracy in this power, and it needs it. At your level of Recharge, Ling Rad works fine with a single Accuracy in the default slot. That frees up another slot.

Mutation: Nice to have but skippable. I would take a travel power over this . . . but I do have it in my current build.

Choking Cloud: You are too low on EndRdx unless you are planning to always have the Cardiac boost. CC needs at least 65-80% or more EndRdx. My current build has the Hold/End, Acc/Hold/Rech, Hold and Chance for Smashing from Unbreakable Constraint, the Lockdown +2 Mag proc and a common EndRdx. Sadly, you have to give up on that nice 10% Recharge bonus.

Tactics: I don't have it. I have pretty good accuracy anyway.

Fire Imps: if you chance those Expediant Reinforcement to level 50, you can use just 4 of them (leave out the Dam/End and the Resist proc), and then add the Dam/Rech and Chance for Build Up from Soulbound. Better Regen, capped Damage and Recharge. That way when the Imps die, you can re-cast them sooner.

Vengence: Another Leadership power I don't have. I understand that it could be a LotG Recharge mule, so that one is again a personal choice.

World of Confusion: It sucks -- the Radius is too small to be useful. Yeah, it could be a mule for the Confuse set, but I would MUCH rather have a useful power . . . like Psi Tornado. Psi Tornado is actually quite nice and puts out a good amount of damage. And it is KNOCK-UP rather than knock-every-which-way like it's Stormy cousin. You can get the same Recharge with the Ragnorak set, expensive, but you said Influence was no object. Or use the Posi-Blast for more reasonable cost.

Rather than Stealth, Super Speed + a Celerity Stealth IO is better invis and a travel power, too. Instead Stealth as a mule, I would rather have Hover to let me float out of range.


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

Awesome advice Local tyvm! This was exactly what I needed and it is much appreciated! As always you are here to help thankfully!


"I have always been a fan of science fiction. It all started when my parents forced me to go to church when I was a child."

 

Posted

Sorry don't mean to thread jack but this threads got me thinking of dusting off my fire/rad I haven't played in years. with the info I came up with this build just changed some stuff around..


Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

fire rad: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Char -- Acc/Hold-S:25(A), Acc/Rchg-S:25(40), Rchg/Hold-S:25(40), EndRdx/Rchg/Hold-S:25(40), HO:Nucle(43), Dmg-I:50(43)
Level 1: Radiant Aura -- Heal-S:30(A), Heal/EndRdx-S:30(3), Heal/EndRdx/Rchg-S:30(5), Rchg-S:30(5), Heal/Rchg-S:50(39)
Level 2: Radiation Infection -- ResDeb%-S:10(A), ToHitDeb/EndRdx-S:21(34), ToHitDeb-S:21(34), ToHitdeb/Rchg/EndRdx-S:21(34), ToHitDeb/Rchg-S:21(46)
Level 4: Accelerate Metabolism -- EndMod-S:25(A), EndMod/Rchg-S:50(21), EndMod/Acc/Rchg-S:25(23), Acc/Rchg-S:25(23), EndMod/Acc-S:25(25), EndMod/EndRdx-S:25(25)
Level 6: Fire Cages -- Immob/EndRdx-S:50(A), Immob/Rchg-S:50(7), Acc/Immob/Rchg-S:50(7), Acc/Rchg-S:50(9), Hold%-S:50(9), Dam%-S:20(45)
Level 8: Hot Feet -- Dmg/EndRdx-S:25(A), Acc/Dmg/EndRdx-S:25(11), Dmg/Slow-S:30(11), EndRdx/Rchg/Slow-S:25(13), HO:Nucle(13), Dam%-S:25(15)
Level 10: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(36)
Level 12: Combat Jumping -- Rchg+-S:25(A), ToHit+-S:10(45)
Level 14: Flashfire -- Stun-S:50(A), Stun/Rchg-S:50(15), Acc/Stun/Rchg-S:50(17), Acc/Rchg-S:50(17), EndRdx/Stun-S:50(19)
Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(21)
Level 18: Cinders -- Acc/Hold-S:25(A), Acc/Rchg-S:25(27), Rchg/Hold-S:25(27), Acc/EndRdx/Rchg/Hold-S:25(31), Acc/Hold/Rchg-S:30(45)
Level 20: Super Speed -- Stlth-S:15(A), ResSlow-S:10(43)
Level 22: Lingering Radiation -- Acc-I:25(A)
Level 24: Mutation -- RechRdx-I:50(A)
Level 26: Bonfire -- RechRdx-I:50(A)
Level 28: Choking Cloud -- Acc/Hold/Rchg-S:50(A), EndRdx/Hold-S:50(29), Hold-S:50(29), Dam%-S:50(31), EndRdx-I:50(31), %Hold-S:50(39)
Level 30: Maneuvers -- Rchg+-S:25(A)
Level 32: Fire Imps -- Acc/Rchg-S:30(A), Acc/Dmg-S:30(36), Acc/Dmg/Rchg-S:30(36), EndRdx/Dmg/Rchg-S:30(37), Dmg/Rchg-S:50(37), Build%-S:50(37)
Level 35: Super Jump -- Jump-I:10(A)
Level 38: Tactics -- ToHit-S:21(A), ToHit/Rchg-S:21(39), ToHit/EndRdx/Rchg-S:21(46), EndRdx/Rchg-S:21(50), ToHit/EndRdx-S:21(50)
Level 41: Indomitable Will -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42), Rchg+-S:50(42)
Level 44: Mind Over Body -- ResKB-S:10(A), ResDam/Def+-S:30(46)
Level 47: Psionic Tornado -- Acc/Dmg-S:20(A), Dam%-S:50(48), Acc/Dmg/EndRdx-S:50(48), Dmg/Rchg-S:50(48), Dmg/Rng-S:50(50)
Level 49: Recall Friend -- ResKB-S:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- RunSpd-S:25(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:25(A)
Level 2: Health -- Regen/Rcvry+-S:30(A), Rcvry+-S:25(33)
Level 2: Hurdle -- Jump-I:25(A)
Level 2: Stamina -- End%-S:25(A), EndMod-S:21(3), EndMod-I:50(33), EndMod-I:50(33)



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Posted

Overall, I think it looks good. You have chosen to stay with Leadership, which is fine.

One really, really small suggestion. You have about 63% extra global Accuracy from 3 purple sets, Adjusted Targetting and a Posi Blast, plus Tactics well slotted . . . do you really need that 6% from the Kismet in Combat Jumping? Seems like overkill to me. I'd move that slot to Mind Over Body for a little bit more Smash/Lethal Resistance or someplace else.


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

Something to pay attention to with fire/rad is how quickly you burn end if you actually want to use any abilities other than toggles. I'm pretty happy with my build, but it'd be pretty costly these days.

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@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)