Looking for help with Fire/Rad


Bullet Priest

 

Posted

Alright I just got my Fire/Rad up to 47, not much longer and I'll be able to purple him out and start working on his alpha slot. He's been doing great, but I've always wanted to make a build for Giant Monster hunting. In his current state, he can't do it (which suprises me, but I'm sure the Purples will help out). This is the current Build I have for him in mind.

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thermonuclear Warhead: Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Char

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Accuracy/Recharge
  • (3) Basilisk's Gaze - Recharge/Hold
  • (5) Basilisk's Gaze - Endurance/Recharge/Hold
  • (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 1: Radiant Aura
  • (A) Panacea - Heal
  • (7) Panacea - Heal/Endurance/Recharge
  • (7) Panacea - Hea/Recharge
  • (9) Panacea - Heal/Endurance
  • (9) Panacea - Endurance/Recharge
Level 2: Fire Cages
  • (A) Gravitational Anchor - Immobilize
  • (11) Gravitational Anchor - Immobilize/Recharge
  • (11) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (13) Gravitational Anchor - Accuracy/Recharge
  • (13) Gravitational Anchor - Immobilize/Endurance
Level 4: Radiation Infection
  • (A) Achilles' Heel - Chance for Res Debuff
  • (15) Touch of Lady Grey - Defense Debuff/Endurance
  • (15) Touch of Lady Grey - Recharge/Endurance
  • (17) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
  • (17) Touch of Lady Grey - Defense Debuff/Recharge
  • (19) Touch of Lady Grey - Defense Debuff
Level 6: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (19) Luck of the Gambler - Defense
  • (21) Luck of the Gambler - Defense/Endurance
  • (21) Luck of the Gambler - Defense/Endurance/Recharge
Level 8: Stealth
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense
  • (23) Luck of the Gambler - Defense/Endurance
  • (25) Luck of the Gambler - Defense/Endurance/Recharge
Level 10: Assault
  • (A) Endurance Reduction IO
Level 12: Hasten
  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
  • (27) Recharge Reduction IO
Level 14: Super Jump
  • (A) Unbounded Leap - Endurance
  • (27) Unbounded Leap - Jumping
  • (29) Unbounded Leap - +Stealth
Level 16: Tactics
  • (A) Endurance Reduction IO
Level 18: Hot Feet
  • (A) Pacing of the Turtle - Endurance/Recharge/Slow
  • (29) Pacing of the Turtle - Range/Slow
  • (31) Pacing of the Turtle - Chance of -Recharge
  • (31) Pacing of the Turtle - Accuracy/Endurance
  • (31) Pacing of the Turtle - Accuracy/Slow
Level 20: Flashfire
  • (A) Absolute Amazement - Stun
  • (43) Absolute Amazement - Accuracy/Recharge
  • (50) Absolute Amazement - Stun/Recharge
  • (50) Absolute Amazement - Accuracy/Stun/Recharge
  • (50) Absolute Amazement - Endurance/Stun
Level 22: Cinders
  • (A) Unbreakable Constraint - Hold
  • (43) Unbreakable Constraint - Hold/Recharge
  • (43) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (46) Unbreakable Constraint - Accuracy/Recharge
  • (46) Unbreakable Constraint - Endurance/Hold
Level 24: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (33) Efficacy Adaptor - EndMod/Recharge
  • (33) Efficacy Adaptor - Accuracy/Recharge
  • (33) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (34) Efficacy Adaptor - EndMod/Accuracy
  • (34) Efficacy Adaptor - EndMod/Endurance
Level 26: Enervating Field
  • (A) Endurance Reduction IO
Level 28: Invisibility
  • (A) Luck of the Gambler - Recharge Speed
Level 30: Choking Cloud
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (37) Basilisk's Gaze - Accuracy/Recharge
  • (37) Basilisk's Gaze - Recharge/Hold
  • (39) Basilisk's Gaze - Endurance/Recharge/Hold
  • (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (39) Basilisk's Gaze - Chance for Recharge Slow
Level 32: Fire Imps
  • (A) Soulbound Allegiance - Damage
  • (34) Soulbound Allegiance - Damage/Recharge
  • (36) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (36) Soulbound Allegiance - Accuracy/Recharge
  • (36) Soulbound Allegiance - Damage/Endurance
  • (37) Call to Arms - Defense Bonus Aura for Pets
Level 35: Bonfire
  • (A) Force Feedback - Chance for +Recharge
Level 38: Vengeance
  • (A) Luck of the Gambler - Recharge Speed
Level 41: Indomitable Will
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense/Endurance/Recharge
Level 44: World of Confusion
  • (A) Coercive Persuasion - Confused
  • (45) Coercive Persuasion - Confused/Recharge
  • (45) Coercive Persuasion - Accuracy/Confused/Recharge
  • (45) Coercive Persuasion - Accuracy/Recharge
  • (46) Coercive Persuasion - Confused/Endurance
Level 47: Mind Over Body
  • (A) Aegis - Psionic/Status Resistance
  • (48) Aegis - Resistance
  • (48) Aegis - Resistance/Endurance/Recharge
  • (48) Aegis - Resistance/Endurance
Level 49: Mutation
  • (A) Recharge Reduction IO
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (40) Regenerative Tissue - +Regeneration
  • (40) Miracle - +Recovery
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (40) Performance Shifter - EndMod



I need some help though. I really want to be able to make him where he can solo Gm's. My plan is to make him go Rogue and travel both Red and Blue side and solo every GM. I know that it can be done, but I don't know how to go about doing a build. Can anyone out there help me?

Also, I am really new to controllers (If my build doesn't give it away already :P) so I'm sure I may have really messed up on the slotting. He's been doing great so far, but I know for making him solo GM's this is not going to work. I also know there are some sets up there that are not needed (Panacea and Persuasion are the main ones I know I don't really need). Please help a n00b!


 

Posted

My build must be really bad because no one can help me lol. I got him to 50 today and i have him with this set up (Minus Panacea set, I've got the Numina set instead with an extra Healing/Recharge from Doctored wounds on there for now) and tried taking on Eochai. I had him held with no problem, the debuff was helping, the Imps were doing decent, but I couldn't choke him and my end was just bottoming out. Even with Hot Feet + Choking Cloud, he acted like it was no big deal and eventually just started one shotting my imps and then coming after me.

Most Av's crumble with jut Hot Feet + Choking cloud + Rad Infection and Imps, but I Know Giant Monsters are tougher for a reason. I know it can be done, but I'm just wondering what kind of set up you have to have to take down their massive Regen and resistance. Frankenslotting? Or is the problem that I've slotted wrong and I'm focusing on the wrong things. please help!


 

Posted

Quote:
Originally Posted by Bullet Priest View Post
My build must be really bad because no one can help me lol.

I think it is more likely that you have posted your build in an almost unreadable color, and the datalink doesn't work, and you did not post the data chunk. I looked at your first post and thought, "I don't want to bother trying to read that," and skipped over it.

Plus, you are asking for help on something that few people do with their Fire/Rads. I've never tried to solo a Giant Monster with my Fire/Rad. Mine is a teaming build made at a moderate cost, rather than an outragiously expensive build with tons of purple sets. I would disagree with a lot of your slotting, but my focus is not the same as yours.


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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

To solo GMs, what you need is softcapped defense, -Regen and good single-target damage. Imps are not effective because a lot of GMs have footstomp and that prevents imps from doing good damage.

Slot Char for damage (you can fit 2 purple procs in it, and it is the second best ST hold behind Dominate), pick an APP blast and work out a good attack chain, then try again.


 

Posted

Quote:
Originally Posted by Laevateinn View Post
To solo GMs, what you need is softcapped defense, -Regen and good single-target damage. Imps are not effective because a lot of GMs have footstomp and that prevents imps from doing good damage.

Slot Char for damage (you can fit 2 purple procs in it, and it is the second best ST hold behind Dominate), pick an APP blast and work out a good attack chain, then try again.
That about sums it up. My attack chain is just RoF>Char>RoF>APP Blast>repeat. Unless you go with fire mastery, char and RoF actually have better dpa than the app blast, so you'll want to use LR, AM, and hasten when you would normally use the blast. Mine is currently psi, because 6 slotted coersive persuassion in world of confusion gives me 5% range defense.

Getting AM and Hasten perma will help too, so your endurance always gets AM boosted, and so LR will be perma as well, because -regen is vital on GMs. And keep in mind that against GMs, ~41-42% defense will be enough after radiation infection is applied. I think I only have about 43.2% ranged defense myself, and my combat log has them at the minimum hit chance.

And Bullet Priest, I tried a quick look over your build and the main things that stuck out were that you had more than 4 slots of B Gaze in your holds. Use it for the 7.5 rech and the frankenslot any other slots you have in there. And on a GM soloing build, take ring of fire for another ST attack. It's recharge is really quick, especially with bonuses and hasten/AM, and it is better damage than it looks like, being all DoT, but GMs have time to take it in full. Same thing with an epic blast, take one if you want enough damage to take down GMs, the imps will get foot stomped too often to rely on their damage, not to mention the GM running around and causing them to chase instead of attack. And hot feet is not even on my big game hunter build, designed for AVs/GMs. It just doesn't make sense to be in melee range on them, because it will make imps get hit by any AoE, and cause them to spam their PBAoEs more often and kill the imps.

If you post a build with a data chunk, I can rearrange some things for you, and by the looks of things, cut down on the cost a bit as well.


 

Posted

You can solo GM's in many ways, but frankly Fire/Rads are really for teams. If you want a GM/AV slayer go for an Ill/Rad or some of the very effective scrapper builds. With all the toggles, debuffs, and auras Fire/Rads are beasts at team play in TFs/Missions/Raids.

Just because you can do something doesn't mean you should.


 

Posted

I'm not quite a familiar with the requirements for a GM hunter builds, esp on a Fire/Rad but here's a little bit of advice I can offer:

Put your +Stealth proc in Sprint, gain yourself back a slot. Unless you're really dying for sliver of extra Health.

Three slot stamina at least. Four slot if you want the proc in there too. I'm not sure what the return is on that proc, but iirc its not huge. A IO end mod will probably gain you more end than the proc, but I might be wrong.

If you don't mind a lot of Hamidon raiding, get yourself some Enzyme Exposures for RI to really get the most out of it. Keep the Achilles -res proc tho.

I don't know if they are as critical against GMs, but you dont have any Chance for Hold procs. Those procs hit so much they and a huge amount of magnitude to your holds, especially if you're trying to stack.

Absolutely get the Contagious Confusion proc for WoC. This seems like a weird power for a Monster Buster, but with the CC proc, WoC works pretty well for crowd control. Drop the Recharge/Acc if you need to lose one. The power recharges very fast already, and your global acc will shore up this power.


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

Posted

Can you post the data chunk? Once it can be gotten into Mids, it becomes MUCH easier for us armchair builders to critique your setup.

Also, for ease of reading in the future, maybe alter your default colors to red or light blue.

As for advice, I'll join my voice with the others. Look at the various hold procs (Gravitational Anchor proc for your Immob), Lockdown proc for your holds, ESPECIALLY Choking Cloud), and the Contagious Confusion proc if you're going Psi and taking WOC.

While the procs aren't guaranteed effects, they're still a big brick in your handbag of control tricks.



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Posted

I'm not even looking at that build...

If your focus is on GM hunting, you need 3(4) things

1) High def, usually to ranged. ~38% w/RI will floor GM to hit to 8.5%. GMs that do ranged AoE attacks will chew through you so you may want to try to get your AoE def to the 30s too. This was easier before the BotZ nerf.

2) ST chain. I believe you need a 100+ DPS chain to solo AVs, but that's w/o -regen or debuffs. Not sure what it is on GMs. Slot Char & RoF w/damage (Thunderstrikes for the ranged def work well), plus pick up an epic blast (Fire or Cold are best, Psi if you also want mez prot). You also need to do enough damage to keep aggro off your imps so that they can add to your DPS.

3) Enough recovery to maintain said ST chain indefinitely. When I was soloing monsters, I'd actually regen more end than my ST chain, which meant I could throw in the odd EMP for the hell of it. This will almost always mean perma-AM, which isn't too hard. This should also give you perma-LR as well w/minimal slotting.

4) Optional: self heal, but this is only if you're soloing no insps, no temps. Even at floored to hit, you will get hit, and it'll hurt. You need to heal yourself back. Rad Aura will do the trick just fine (I leave mine w/the base slot).

Messing around w/your AoE immob, proccing out your holds, etc, will lower your GM soloing efficiency, if that's what you're really looking for (trying to break a 4min pylon time, for example). If you want to be effective on teams as well as being able to solo the odd AV/GM, you can incorporate AoE powers as well as keeping w/1~4 above, but will considerably slow down your soloing time (if you even care about such things).


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