Fire/Rad/Ice Build for review
unless you're grabbing ice for a reason... i'd say you might like stone more as your epic.
unless you're grabbing ice for a reason... i'd say you might like stone more as your epic.
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You do lose Hibernate though which is an excellent mid-combat rest or panic button.
OK, I'm taking a quick look at your build . . . but I don't have Mids at the moment to review the underlying numbers.
I like your slotting for Char, RA, HF, Cinders, and most other powers, but there are a few that might be worth changing.
Fire Cages: One of the best procs to get for a Fire/Rad or Fire/Kin (or any controller who uses an AoE Immob often) is the Gravitational Anchor Chance for Hold. It lets you turn your fast recharging AoE Immob into a fast recharging chance for hold . . . and hits a LOT. This is far more important than slotting the power for Damage. In fact, I believe that a damage proc will do more damage in the long run than slotting Fire Cages for Damage.
Rad. Inf: The ideal slotting in this power is 3 Enzyme Hami-Os, as each Enzyme enhances ToHit Debuff, Defense Debuff and EndRdx. Add an Achilles Heal Chance for -Resist if you have a 4th slot. If you don't want to spend the Infl for that, then 4 Dark Watcher is what I use.
AM: If you can get the slots, I like to slot it with 6 Efficacy Adapter (5% Recharge) if I otherwise have a good amount of global Recharge. Otherwise, 5 Efficacy Adapters and a common Recharge. The endurance Recovery from this power is important to your ability to run those expensive toggles.
Fly: Do you realize that Fly is at Flightspeed cap with no slotting at all? I generally slot an EndRdx in Fly and that's all (or a Stealth, or a -Knockback). You have three Zephyrs for minimal Ranged and AoE defense buffs. If you really want to go for Defense, I'd move those slots down to Air Sup, find one more slot for 4 Kinetic Combat to add defense to your Smash/Lethal Shields.
Bonfire: I like Bonfire. It can work situationally as a control or damage power. But to me, it is a low priorty for slots. I'll only add slots after I have met all my other needs. It can get by with a single Recharge or a single Damage.
Choking Cloud: This power needs to be slotted to the Hold cap to be more effective.
It also needs a good amount of EndRdx -- at least in the 70% or more range. The unique way that Choking Cloud works is explained in my Illusion/Rad guide. The slotting goal should be to cap Hold, get decent EndRdx, and then a Lockdown +2 Mag proc. Then maybe some damage. My current slotting is Hold, EndRdx/Hold, Acc/Hold/Rech and Chance for Smashing Damage from the purple Unbreakable Constraint set, the Lockdown +2 Mag proc and a common EndRdx. If you don't want that expense, try a mix-n-match frankenslotting of Hold/EndRdx. Accuracy is of minimal importance, especially if you have some global Acc bonuses.
Fire Imps: How about 4 Expediant Reinforcement (Omit the Dam/End and the proc), and then Dam/Rech and Chance for Build Up from Soulbound? I don't find the +Resist or +Defense procs to be that useful . . . maybe if you could stack it with other Resist or Defense, but not on their own. Plus, the imps often run out of the procs' range. I prefer being able to re-cast the imps more often.
Why are you slotting Ice Blast with ToHit Debuff??? Slot it for Damage! Or better, I'd go with the AoE damage from Frost Breath. However, I went with the Psi APP for the mez protection in Indomidible Will -- one of my biggest probles with my Fire/Rads are mez powers knocking off my Hot Feet and Choking Cloud toggles. IW gets rid of that problem most of the time. Plus, Psi Tornado is pretty good AoE Damage with Knockup (not knockback). I also took the Resistance-based shield . . . not as good as a defense-based one, but my Heal makes up for 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
Thanks for the feedback. I will take all the above (and below if others comment) into consideration over the next day or two and rework it. I knew there were things that could be done to improve it, and I was right.
I originally had Earth instead of Ice. The shield is slightly better and the attacks were more fitting, it seemed, for a Fire/Rad. I switched to Ice for the ranged attack and the superficial reason that the Earth Shield is ugly. If I go back to Earth, which I may do, I could easily then drop AirSup since I'd already have one if not two other melee or short range attacks to replace it. But what power would I benefit from I could add in its place?
Then again, like Local_Main keeps trumpeting, Psi for IW is sure tempting as well. I was hoping a more def based build would prevent those toggles from dropping too, and certainly he has much more experience than I with this AT to know if the tradeoff between a def based shield and a res based one is worth it.
I know what you mean about the Ice Blast slotting. I didn't really like what I put there either.
Anyway, thanks again all. I'll let you know what I come up with. Then you can rip that one up too. j/k
Well, I think Local_Man convinced me (here, and from reading other threads as well) to go with Psi. I was a bit concerned IW would not be up enough, what with a duration of 1.5 minutes and recharge of 6 minutes, but with the recharge that can be put in the power along with global recharge (+Hasten, etc.) it looks like it'll be up most of the time, with only about 12 seconds or so downtime.
Please take a look at the build now and let me know what you think. I do like to have Recall Friend if I can, and I practically never use EM Pulse because of the End suppression, so I removed it to be able to keep RF.
I'd like to be able to stick one more slot into AM for the 5% recharge bonus, but what power to pull a slot from? My thoughts are either Char or Stamina; leaning more toward Char (those Hami O's are expensive!). Oh and I probably ought to find room somewhere for the Numina Rec+/Reg+, Health most likely.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Ember Jade (Freedom): Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(23), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(37), Dmg-I(39), HO:Nucle(39)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(23), Dct'dW-Heal/Rchg(36)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Acc/Immob/Rchg(11), GravAnch-Hold%(13), GravAnch-Immob(19)
Level 4: Radiation Infection -- HO:Enzym(A), HO:Enzym(19), HO:Enzym(21), Achilles-ResDeb%(25)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(40)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), TmpRdns-Dmg/Slow(9), TmpRdns-EndRdx/Rchg/Slow(13), HO:Nucle(15), EndRdx-I(34)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(21)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(25), Amaze-Acc/Stun/Rchg(27), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
Level 14: Fly -- EndRdx-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/Hold(36), BasGaze-Rchg/Hold(36), EoCur-Acc/Hold/Rchg(37)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Mutation -- RechRdx-I(A)
Level 26: Bonfire -- RechRdx-I(A)
Level 28: Choking Cloud -- Hold-I(A), Lock-EndRdx/Rchg/Hold(29), EoCur-Acc/Hold/Rchg(29), UbrkCons-Dam%(31), Lock-%Hold(40), EndRdx-I(43)
Level 30: Super Speed -- Clrty-Stlth(A)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Build%(34)
Level 35: Air Superiority -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx(42)
Level 38: Recall Friend -- Zephyr-ResKB(A)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(43), HO:Membr(43)
Level 44: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(45), Decim-Dmg/EndRdx(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Mind Over Body -- HO:Ribo(A), HO:Ribo(50), HO:Ribo(50)
Level 50: Cardiac Boost
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(39), Mrcl-Heal/EndRdx(46)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(5), P'Shift-EndMod/Acc(5), P'Shift-EndMod/Rchg(46)
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The suggestion below is a fairly major departure, stepping away from utility powers toward maximized defenses and recharge rates. I did this with my Ice/Rad and love what it did for him. YMMV. It's not a "better" build per se but it is more "scrapper lock-y." FYI a few powers that look underslotted for endurance at first are actually in better shape than they seem due to Cardiac.
Basic strategy here is capped Ranged defense with supporting slash/lethal resistance to absorb hits that do get through. The number of toggles may startle you at first, but that is why I suggested going Cardiac. Solo, if it turns out like my Ice/Rad you may actually end saving endurance because you can charge in without even bothing to use the -ToHit toggle. But for high risk situations, you put the toggle on the enemies close to you, and anything trying to hit you outside the very small range of the toggle (just 15 ft) has to use its ranged attacks. You thus essentially are capped to everything but AoE cast from some distance away from you.
FYI I made this build earlier today but rebooted my computer and lost it. This is a quick rebuild of it. It may have some problems I haven't picked up on compared to the original.
EDIT: Just realized how severely underslotted Flashfire is for recharge. That's fixable, but I'm not awake enough to do it tonight. But it is only 4 seconds longer recharge than slotting with 5 purples, so it may be ok as is given what you gain.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Ember Jade (Freedom): Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), Dmg-I:50(5), HO:Perox(15), BasGaze-Acc/Hold:30(23), BasGaze-EndRdx/Rchg/Hold:30(37), BasGaze-Acc/Rchg:30(37)
Level 1: Radiant Aura -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(11), Numna-Heal/Rchg:50(15), Numna-Heal/EndRdx/Rchg:50(19), Numna-Heal:50(23), Numna-Regen/Rcvry+:50(36)
Level 2: Fire Cages -- GravAnch-Immob/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(3), GravAnch-Acc/Rchg:50(3), GravAnch-Immob/EndRdx:50(11), GravAnch-Hold%:50(13)
Level 4: Radiation Infection -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/EndRdx:50(19), DarkWD-Rchg/EndRdx:50(21), DarkWD-ToHitdeb/Rchg/EndRdx:21(25)
Level 6: Accelerate Metabolism -- RechRdx-I:50(A), Efficacy-EndMod/Rchg:50(7), P'Shift-EndMod/Rchg:50(7)
Level 8: Hot Feet -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(9), Erad-Acc/Dmg/EndRdx/Rchg:30(9), M'Strk-Acc/Dmg/EndRdx:50(13)
Level 10: Enervating Field -- EndRdx-I:50(A)
Level 12: Flashfire -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(25), Stpfy-Acc/EndRdx:50(27), Stpfy-Stun/Rng:50(31), Stpfy-Acc/Stun/Rchg:50(31), Stpfy-KB%:50(40)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)
Level 16: Super Speed -- Zephyr-ResKB:50(A)
Level 18: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-Acc/Rchg:30(21), BasGaze-EndRdx/Rchg/Hold:30(27), BasGaze-Acc/Hold:30(36), EoCur-Acc/Hold/Rchg:50(36)
Level 20: Lingering Radiation -- Acc-I:50(A)
Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 28: Choking Cloud -- Lock-Acc/Hold:50(A), Lock-EndRdx/Rchg/Hold:50(29), Lock-Acc/Rchg:50(29), Lock-Rchg/Hold:50(31), Lock-%Hold:50(40), Lock-Acc/EndRdx/Rchg/Hold:50(43)
Level 30: Weave -- RedFtn-Def/Rchg:50(A), RedFtn-Def/EndRdx:50(34), RedFtn-EndRdx:50(39), RedFtn-Def:50(46), RedFtn-Def/EndRdx/Rchg:50(46), RedFtn-EndRdx/Rchg:50(48)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-Acc/Rchg:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(33), ExRmnt-Dmg/EndRdx:50(34), ExRmnt-+Res(Pets):50(34)
Level 35: Maneuvers -- RedFtn-Def/Rchg:50(A), RedFtn-Def/EndRdx:50(37), RedFtn-Def:50(39), RedFtn-EndRdx:50(42), RedFtn-Def/EndRdx/Rchg:50(48), RedFtn-EndRdx/Rchg:50(50)
Level 38: EM Pulse -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(40), BasGaze-Rchg/Hold:30(42), BasGaze-Acc/EndRdx/Rchg/Hold:30(42)
Level 41: Indomitable Will -- RechRdx-I:50(A), RechRdx-I:50(43), RechRdx-I:50(43), LkGmblr-Rchg+:50(50)
Level 44: Mental Blast -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(45), Thundr-Dmg/EndRdx/Rchg:50(45), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(46), Thundr-Acc/Dmg/Rchg:50(50)
Level 47: Psionic Tornado -- Dmg-I:50(A), HO:Nucle(48)
Level 49: Mind Over Body -- TtmC'tng-ResDam/EndRdx:50(A)
Level 50: Cardiac Core Boost
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(5), P'Shift-End%:50(39)
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Well, I think Local_Man convinced me (here, and from reading other threads as well) to go with Psi. I was a bit concerned IW would not be up enough, what with a duration of 1.5 minutes and recharge of 6 minutes, but with the recharge that can be put in the power along with global recharge (+Hasten, etc.) it looks like it'll be up most of the time, with only about 12 seconds or so downtime.
Please take a look at the build now and let me know what you think. I do like to have Recall Friend if I can, and I practically never use EM Pulse because of the End suppression, so I removed it to be able to keep RF. I'd like to be able to stick one more slot into AM for the 5% recharge bonus, but what power to pull a slot from? My thoughts are either Char or Stamina; leaning more toward Char (those Hami O's are expensive!). Oh and I probably ought to find room somewhere for the Numina Rec+/Reg+, Health most likely. Hero Plan by Mids' Hero Designer 1.92 http://www.cohplanner.com/ Click this DataLink to open the build! Ember Jade (Freedom): Level 50 Mutation Controller Primary Power Set: Fire Control Secondary Power Set: Radiation Emission Power Pool: Flight Power Pool: Speed Power Pool: Leaping Power Pool: Teleportation Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(23), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(37), Dmg-I(39), HO:Nucle(39) Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(23), Dct'dW-Heal/Rchg(36) Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Acc/Immob/Rchg(11), GravAnch-Hold%(13), GravAnch-Immob(19) Level 4: Radiation Infection -- HO:Enzym(A), HO:Enzym(19), HO:Enzym(21), Achilles-ResDeb%(25) Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(40) Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), TmpRdns-Dmg/Slow(9), TmpRdns-EndRdx/Rchg/Slow(13), HO:Nucle(15), EndRdx-I(34) Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(21) Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(25), Amaze-Acc/Stun/Rchg(27), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31) Level 14: Fly -- EndRdx-I(A) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17) Level 18: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/Hold(36), BasGaze-Rchg/Hold(36), EoCur-Acc/Hold/Rchg(37) Level 20: Lingering Radiation -- Acc-I(A) Level 22: Combat Jumping -- LkGmblr-Rchg+(A) Level 24: Mutation -- RechRdx-I(A) Level 26: Bonfire -- RechRdx-I(A) Level 28: Choking Cloud -- Hold-I(A), Lock-EndRdx/Rchg/Hold(29), EoCur-Acc/Hold/Rchg(29), UbrkCons-Dam%(31), Lock-%Hold(40), EndRdx-I(43) Level 30: Super Speed -- Clrty-Stlth(A) Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Build%(34) Level 35: Air Superiority -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx(42) Level 38: Recall Friend -- Zephyr-ResKB(A) Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(43), HO:Membr(43) Level 44: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(45), Decim-Dmg/EndRdx(46) Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50) Level 49: Mind Over Body -- HO:Ribo(A), HO:Ribo(50), HO:Ribo(50) Level 50: Cardiac Boost ------------ Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- RechRdx-I(A) Level 1: Containment Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(39), Mrcl-Heal/EndRdx(46) Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(5), P'Shift-EndMod/Acc(5), P'Shift-EndMod/Rchg(46) Code:
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The biggest problem I see is Choking Cloud underslotted. It needs capped Hold and a lot of EndRdx BEFORE procs -- add procs only after Hold is capped. Leveling up, I use Frankenslotting to cap Hold and EndRdx and then added the Lockdown proc when I could. At level 50, my current build has End/Hold, Hold, Acc/Hold/Rech and Chance for Smashing from Unbreakable Constraint, Lockdown +2 Mag proc and a common EndRdx. That gives me capped hold and Seventy-something percent EndRdx, which is enough if you have a fair amount of Recovery.
It would be nice if you could find a 6th slot for AM to get the 5% global recharge.
I think my slotting for Fire Cages is 5 Grav Anchor and a Pos-blast proc.
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
The biggest problem I see is Choking Cloud underslotted. It needs capped Hold and a lot of EndRdx BEFORE procs -- add procs only after Hold is capped. Leveling up, I use Frankenslotting to cap Hold and EndRdx and then added the Lockdown proc when I could. At level 50, my current build has End/Hold, Hold, Acc/Hold/Rech and Chance for Smashing from Unbreakable Constraint, Lockdown +2 Mag proc and a common EndRdx. That gives me capped hold and Seventy-something percent EndRdx, which is enough if you have a fair amount of Recovery.
It would be nice if you could find a 6th slot for AM to get the 5% global recharge. I think my slotting for Fire Cages is 5 Grav Anchor and a Pos-blast proc. |
Yeah, I think I'll pull that 6th slot for AM out of Char. While it would be nice to keep it there AM could probably use it more.
Once I get more inf I'll look at a purp set in Fire Cages . Thx.
Thanks LM. If underslotted hold on CC is its biggest problem, I can work on that a bit. Should be easily fixed by changing the Unbreakable Constraint proc to a Hold/End instead; that caps it to both hold and end. I might have picked the UC proc in error anyway.
Yeah, I think I'll pull that 6th slot for AM out of Char. While it would be nice to keep it there AM could probably use it more. Once I get more inf I'll look at a purp set in Fire Cages . Thx. |
I view Air Sup as a kind of control/damage power. The knock-up from Air Sup will keep a foe distracted long enough for Char to recharge. But that means that Accuracy in the power is important, so I'd shoot for at least 45-50% acc.
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's my current Fire/Rad. Please tell me where you think I can improve on this. Other than I have to have Fly for concept, about everything else is negotiable. I was going mostly for S/L Defense with whatever recharge I could sneak in there. I don't have billions to spend, but I'm not a pauper either.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Ember Jade (Freedom): Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(23), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(37), Dmg-I(46), HO:Nucle(46)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(23), Dct'dW-Heal/Rchg(36)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Acc/Immob/Rchg(11), Posi-Acc/Dmg/EndRdx(13), Posi-Dmg/EndRdx(19)
Level 4: Radiation Infection -- DisWord-ToHitDeb/Rchg/EndRdx(A), DisWord-ToHitDeb/Rchg(19), DisWord-ToHitDeb(21), DampS-ToHitDeb/Rchg/EndRdx(25)
Level 6: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), TmpRdns-Dmg/Slow(9), TmpRdns-EndRdx/Rchg/Slow(13), HO:Nucle(15), EndRdx-I(34)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(21)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(25), Amaze-Acc/Stun/Rchg(27), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/Hold(36), BasGaze-Rchg/Hold(36), EoCur-Acc/Hold/Rchg(37)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Mutation -- RechRdx-I(A)
Level 26: Bonfire -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Acc/Dmg(50), Posi-Dmg/Rng(50)
Level 28: Choking Cloud -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Rchg/Hold(31), EoCur-Acc/Hold(40)
Level 30: Super Speed -- Clrty-Stlth(A)
Level 32: Fire Imps -- ExRmnt-+Res(Pets)(A), ExRmnt-Acc/Dmg/Rchg(33), SvgnRt-Acc/Dmg/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), EdctM'r-Acc/Dmg/EndRdx(34), C'Arms-+Def(Pets)(34)
Level 35: Air Superiority -- Acc-I(A)
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: Ice Blast -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(42), SipInsght-Acc/Rchg(42), SipInsght-ToHitDeb/EndRdx/Rchg(42), SipInsght-Acc/EndRdx/Rchg(43)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), EndRdx-I(46)
Level 47: Hibernate -- RechRdx-I(A), Heal-I(50)
Level 49: Recall Friend -- Zephyr-ResKB(A)
Level 50: Spiritual Boost
------------
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+(48), Mrcl-Heal(48)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(5), P'Shift-EndMod/Acc(5), P'Shift-EndMod/Rchg(48)