Damage Proc in Hot Feet
Definitely. 20 foot radius with a target cap of 16? Proc it up.
Of course, I think it's a great candidate for 6 pieces of Obliteration, as well, depending on whether you want melee defense or not. But it's definitely a power that will do well slotted.
To the OP what’s your secondary? If it’s /Kin then no it’s not the best place for procs since Fulcrum Shift does not boost the damage of procs, as such you'll get less impact from FS. If your secondary is /rad I would think about it a bit more since your debuffs will boost the damage of your procs by default since your debuffing your targets resistance.
I like procs to get a little extra out of a power when your brushing up against the ED cap but I would never put 3 or 4 porcs in a power at the cost of damage/acc/end redux.
As far as Obliteration goes it’s a great set with some very nice bonuses, but one of the worst sets for Hot Feet. Hot Feet is a MAJOR end drain and Obliteration has very little end redux in the set. Your far better off slotting 6 of Milti Strike, it‘s bonuses aren’t as good but it will cap your end redux and allow you to run Hot Feet without fear of it burning though your end and dropping all your other toggles. Even if you’re a /kin and can refill your end with Transference you still need a mob to drain and you still need to hit, if you miss and your toggles drop your dead.
Dark Tower. SL50 Stone/Stone Tanker
Founder The Freedom Phalanx Reserve
An Infinity Top 25 Super Group
Founded January 4th 2006
There is a simple rule of thumb for damage procs: don't slot damage procs in a damage power until the damage power is at (or near) ED cap. That's because you will usually get more damage from slotting the power for damage than the proc. The exception is the purple procs, because they have a 33% chance to hit instead of 20%.
As Dark Tower said, Oblit is a nice set but does not have enough EndRdx for Hot Feet. The Multistrike set works well, and adds a little bit of defense. Or you can franken-slot -- In one of my two Fire/Rads, I have Dam/End and Acc/Dam/End from Sirocco, Dam/Slow and Slow/EndRdx/Rech from Tempered Readiness, a common EndRdx and an Acc/Dam Hami-O. That caps Damage and Endrdx, with good Accuracy and some good Slow . . . the Slow keeps foes in Hot Feet longer. But he is poor . . . (I had the Hami-O sitting around). There are certainly plenty of other ways to franken-slot the power, especially if you can afford purple sets.
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
Well my secondary is /rad. I have franken slotted hot feet so I get max damage and end redux but I was planning on slotting 3 damage procs in there for the extra damage. I was starting to think it might be over kill though?
What do you guys think about tactics?
This is my planned new build what do you guys think?
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Char
- (A) Basilisk's Gaze - Endurance/Recharge/Hold
- (39) Basilisk's Gaze - Accuracy/Hold
- (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (40) Basilisk's Gaze - Accuracy/Recharge
- (40) Ghost Widow's Embrace - Accuracy/Hold/Recharge
- (A) Doctored Wounds - Heal
- (37) Doctored Wounds - Heal/Endurance
- (37) Doctored Wounds - Endurance/Recharge
- (37) Doctored Wounds - Heal/Recharge
- (39) Doctored Wounds - Heal/Endurance/Recharge
- (A) HamiO:Lysosome Exposure
- (36) HamiO:Lysosome Exposure
- (36) HamiO:Lysosome Exposure
- (A) Gravitational Anchor - Immobilize
- (34) Gravitational Anchor - Immobilize/Recharge
- (34) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (34) Gravitational Anchor - Accuracy/Recharge
- (36) Gravitational Anchor - Immobilize/Endurance
- (A) Efficacy Adaptor - EndMod
- (7) Efficacy Adaptor - EndMod/Recharge
- (9) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (15) Efficacy Adaptor - Accuracy/Recharge
- (27) Efficacy Adaptor - EndMod/Accuracy
- (31) Efficacy Adaptor - EndMod/Endurance
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Multi Strike - Damage/Endurance
- (11) Scirocco's Dervish - Chance of Damage(Lethal)
- (11) Scirocco's Dervish - Damage/Endurance
- (13) Obliteration - Accuracy/Damage/Endurance/Recharge
- (13) Obliteration - Chance for Smashing Damage
- (15) Armageddon - Chance for Fire Damage
- (A) Luck of the Gambler - Recharge Speed
- (46) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Absolute Amazement - Stun
- (17) Absolute Amazement - Stun/Recharge
- (17) Absolute Amazement - Endurance/Stun
- (25) Absolute Amazement - Accuracy/Stun/Recharge
- (25) Absolute Amazement - Accuracy/Recharge
- (A) Unbreakable Constraint - Hold
- (19) Unbreakable Constraint - Hold/Recharge
- (19) Unbreakable Constraint - Accuracy/Hold/Recharge
- (21) Unbreakable Constraint - Accuracy/Recharge
- (23) Unbreakable Constraint - Endurance/Hold
- (A) Endurance Reduction IO
- (21) Endurance Reduction IO
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Endurance Reduction IO
- (27) Endurance Reduction IO
- (A) Adjusted Targeting - To Hit Buff/Endurance
- (29) Adjusted Targeting - To Hit Buff/Recharge
- (29) Adjusted Targeting - To Hit Buff
- (31) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (31) Adjusted Targeting - Endurance/Recharge
- (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Luck of the Gambler - Recharge Speed
- (A) Soulbound Allegiance - Damage
- (33) Soulbound Allegiance - Accuracy/Recharge
- (33) Soulbound Allegiance - Accuracy/Damage/Recharge
- (33) Soulbound Allegiance - Damage/Endurance
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Efficacy Adaptor - EndMod
- (42) Efficacy Adaptor - EndMod/Recharge
- (42) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (42) Efficacy Adaptor - Accuracy/Recharge
- (43) Efficacy Adaptor - EndMod/Accuracy
- (43) Efficacy Adaptor - EndMod/Endurance
- (A) Armageddon - Damage
- (45) Armageddon - Damage/Recharge
- (45) Armageddon - Accuracy/Damage/Recharge
- (45) Armageddon - Accuracy/Recharge
- (46) Armageddon - Damage/Endurance
- (A) Ragnarok - Damage
- (48) Ragnarok - Damage/Recharge
- (48) Ragnarok - Accuracy/Damage/Recharge
- (48) Ragnarok - Accuracy/Recharge
- (50) Ragnarok - Damage/Endurance
- (A) HamiO:Ribosome Exposure
- (50) HamiO:Ribosome Exposure
- (50) HamiO:Ribosome Exposure
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
------------
Level 1: Brawl
- (A) Empty
Level 1: Sprint
- (A) Empty
- (A) Empty
Level 2: Swift
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (3) Panacea - +Hit Points/Endurance
- (43) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (3) Efficacy Adaptor - EndMod/Accuracy
- (5) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (5) Efficacy Adaptor - EndMod/Endurance
- (7) Efficacy Adaptor - EndMod/Recharge
- (46) Efficacy Adaptor - EndMod
Set Bonus Totals:
- 13.5% DamageBuff(Smashing)
- 13.5% DamageBuff(Lethal)
- 13.5% DamageBuff(Fire)
- 13.5% DamageBuff(Cold)
- 13.5% DamageBuff(Energy)
- 13.5% DamageBuff(Negative)
- 13.5% DamageBuff(Toxic)
- 13.5% DamageBuff(Psionic)
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 1.25% Defense(Ranged)
- 84% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 92.5% Enhancement(RechargeTime)
- 64.86 HP (6.377%) HitPoints
- Knockback (Mag -16)
- Knockup (Mag -16)
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 26.5% (0.443 End/sec) Recovery
- 56% (2.378 HP/sec) Regeneration
- 13.86% Resistance(Fire)
- 13.86% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
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No Choking Cloud on a Fire/Rad? That's a mistake. The combo of Hot Feet and Choking Cloud is the key to a Fire/Rad, and Choking Cloud should be fully slotted for Hold and lots of EndRdx. You will have severe endurance issues with this build already, and the recharge on Dark Consumption won't cover it -- the end cost for Leadership is too high. You made a lot of other choices I would not make, and this is going to be a very expensive build.
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
I run Ageless to help cope with the end issues.
Local Man, if you dont agree with some of choice what would you change, other then adding choking cloud of course?
The cost isnt an issue, I only need about 3 IOs to complete it. I am pretty much already running this build I just have it currently speced for fire mastery. I currently have Masculate but was thikning I might change to Cardial to help with the end problem.
I run Ageless to help cope with the end issues.
Local Man, if you dont agree with some of choice what would you change, other then adding choking cloud of course? |
I cant speak to the /Rad side of the build but Local Man can, click on his Ill/Rad guide, its very well written and will give you a very good insight into the /Rad side of your build and will also talk a little about how the /Rad powers work with other primaries such as Fire/***.
As far as the Fire side goes 6 slot Hot Feet with Muilti Strike, you want damage first end redux second and the bonuses are good, Fire/Rad like Fire Kin is a melee range fighting character so defense is a must.
Fire Cages should be slotted for damage, I went with 5 Ragnaroks and the Gravitational chance for hold.
In char the Basilisks Gaze is good, but rather than the Ghost Widows IO I would put a damage IO so char does a little more damage, the extra hold you get now isnt worth a little more damage.
Drop Assault, Tactics and pick up maneuvers instead, you need the defense; Vengeance is OK if you have the powers to spare.
6 slot Fire imps, they need the damage these are your bread and butter damage dealers.
And take a PPP that gives you an armor, again you need defense or youre going to be cut down before the holds from CC kick in.
Here my live Fire/Kin build, not a Fire/Rad
but at least you can see where Im coming from on the Fire/ side and you can modify it to better fit the /Rad side.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Horo: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), Dmg-I(5), BasGaze-Acc/Rchg(23), BasGaze-Acc/Hold(39)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(15), Mrcl-Heal(34), Mrcl-Rcvry+(46)
Level 2: Fire Cages -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg(3), Ragnrk-Acc/Dmg/Rchg(5), GravAnch-Hold%(17), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/Rchg(46)
Level 4: Siphon Power -- RechRdx-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(40)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(15), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(31)
Level 10: Siphon Speed -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(36)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(29), Amaze-EndRdx/Stun(42)
Level 14: Boxing -- Acc-I(A)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), Ksmt-ToHit+(37)
Level 18: Cinders -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-%Hold(21), Lock-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(27)
Level 20: Speed Boost -- P'Shift-End%(A)
Level 22: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(23), S'fstPrt-ResDam/Def+(48)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(37), DefBuff-I(48)
Level 26: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(37)
Level 28: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(29)
Level 30: Smoke -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(31), DarkWD-ToHitDeb/Rchg(40), DarkWD-ToHitdeb/Rchg/EndRdx(48)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Build%(34)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(46)
Level 44: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 49: Earth's Embrace -- Heal-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(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 -- Numna-Regen/Rcvry+(A), Numna-Heal(11)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(21)
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Dark Tower. SL50 Stone/Stone Tanker
Founder The Freedom Phalanx Reserve
An Infinity Top 25 Super Group
Founded January 4th 2006
To the OP whats your secondary? If its /Kin then no its not the best place for procs since Fulcrum Shift does not boost the damage of procs, as such you'll get less impact from FS. If your secondary is /rad I would think about it a bit more since your debuffs will boost the damage of your procs by default since your debuffing your targets resistance.
I like procs to get a little extra out of a power when your brushing up against the ED cap but I would never put 3 or 4 porcs in a power at the cost of damage/acc/end redux. As far as Obliteration goes its a great set with some very nice bonuses, but one of the worst sets for Hot Feet. Hot Feet is a MAJOR end drain and Obliteration has very little end redux in the set. Your far better off slotting 6 of Milti Strike, its bonuses arent as good but it will cap your end redux and allow you to run Hot Feet without fear of it burning though your end and dropping all your other toggles. Even if youre a /kin and can refill your end with Transference you still need a mob to drain and you still need to hit, if you miss and your toggles drop your dead. |
This is my Fire/Rad's next build. Her current, is very close, I am mostly switching Epic powers. I am running Cardiac Alpha to manage the end costs.
For Hot Feet I like a mix of acc/damage/end and procs. Some set bonuses can be had; Eradication, Scirocco Dervish and Multistrike come to mind as they have end reduction in their sets. Obliteration is a great set but gives recharge reduction not end reduction which is bad. I went with Eradication for the defense and end set bonuses. The two Armageddons are great in Hot Feet if you can afford it.
/Kins can do an all proc build as Fulcrum Shift will damage cap it, Transference will give you end, and accuracy can be had via set bonuses and/or tactics. I wouldn't probably as I want the power to be useful exemplared down when I don't have those powers, but for a level 50 only farmer, it will work.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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@SBeaudway on Pinnacle, TaskForce Titans Supergroup.
Actually, if you are a /kin then proc's are a very good idea. Why? When reaching the damage cap, enhancement is included. 200% damage buff from FS + 100% damage buff from enhancements will offer the same damage as 300% damage buff from FS. This may require keeping FS stacked a bit, but that is usually no problem. Proc's, in this case, allow you to exceed the damage cap in a sense.
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Again in my opinion one damage proc in a power after hitting the ED soft cap is good, three procs in a power that doesnt come close to the ED soft cap for damage is BAD.
Additionally you need to 6 slot Hot Feet with either Oblit or Multistrike to get the defense bonus and a melee based controller really needs to soft cap his/her defense.
Dark Tower. SL50 Stone/Stone Tanker
Founder The Freedom Phalanx Reserve
An Infinity Top 25 Super Group
Founded January 4th 2006
The damage cap is the cap. No point in slotting Hot Feet for damage if you can reach the cap with Fulcrum Shift without doing so. I would not build it that way, as I like the ability to exemplar down, just saying. I also prefer to have end reduction in the power even if I had Transference.
The defense set bonus from Obliteration and Multistrike is nice, but Fire/Kin/Stone can still cheaply soft cap smash/lethal without them.
But those sets are all good options. I'd generically do 4 Scirocco Dervish (acc/dam, dam/end, acc/dam/end, proc) + 2 Armageddon (dam/end, proc), unless I really needed defense.
@SBeaudway on Pinnacle, TaskForce Titans Supergroup.
Local Man, if you dont agree with some of choice what would you change, other then adding choking cloud of course?
The cost isnt an issue, I only need about 3 IOs to complete it. I am pretty much already running this build I just have it currently speced for fire mastery. I currently have Masculate but was thikning I might change to Cardial to help with the end problem. |
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire-Rad: Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(15), BasGaze-Acc/EndRdx/Rchg/Hold(31), HO:Nucle(31), Dmg-I(31)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(43), Dct'dW-Rchg(43)
Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(15), GravAnch-Hold%(40), Posi-Dam%(42)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 6: Radiation Infection -- HO:Enzym(A), HO:Enzym(7), HO:Enzym(40)
Level 8: Hot Feet -- Armgdn-Dmg/EndRdx(A), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Dam%(9), TmpRdns-EndRdx/Rchg/Slow(17), HO:Nucle(19), EndRdx-I(21)
Level 10: Air Superiority -- HO:Nucle(A), HO:Nucle(11)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(43), Amaze-EndRdx/Stun(46)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Enervating Field -- EndRdx-I(A), EndRdx-I(17)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(36), EoCur-Acc/Hold/Rchg(36)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 24: Mutation -- RechRdx-I(A)
Level 26: Bonfire -- Dmg-I(A)
Level 28: Choking Cloud -- UbrkCons-Hold(A), UbrkCons-Dam%(29), UbrkCons-Acc/Hold/Rchg(29), UbrkCons-EndRdx/Hold(36), Lock-%Hold(40), EndRdx-I(46)
Level 30: Combat Jumping -- Krma-ResKB(A)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Build%(34)
Level 35: Fallout -- HO:Nucle(A)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Indomitable Will -- RechRdx-I(A), HO:Membr(42), RechRdx-I(42)
Level 44: Mental Blast -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
Level 47: Psionic Tornado -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Mind Over Body -- HO:Ribo(A), HO:Ribo(50), HO:Ribo(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Mrcl-Rcvry+(27)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 4: Ninja Run
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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
I had my hotfeet proc'd out on my fire/psi dom, but from my experience things died faster than the time for the procs to fire. there have been many posts on the forums about this and hands down slotting for pure damage is better than proc'ing
mine is now slotted with tempered readiness for slow damage, and then I picked up the tier 3 alpha musculature. which maxes me out on damage.
I have neve been happier with the results. if I was not using the musculature alpha, I would have slotted a pure damage set.
Leader/Founder of Order Sixty-Six Guardian Server
Playing a fire/rad is about as diverse as this game gets, as such some people scream WOTNOChokingCloudLOLOLOLOLOLOL!
For some players it's about fitting into a specific team or group of friends.
For others it's about Superteaming with other fire/rads.
For others it's about having a good all-rounder - a toon that fits well into any team.
Yes some people even SOLO! Really!.........it's like playing in a team but by yourself!
In my experience of Fire/Rads (having played all the above methods for more time than is healthy) I can give you the clear advise that there is no right and wrong answers.
For example if your teams are 'well rounded' or 'optimal' then Choking Cloud may not be of much/any use when compared with other powers. After all if your team are buffing your +def, +res and +mezprotect then relying on foes near you to be held for containment may not all that important as cages can do that for you.
Heck I've not had CC on my fire/rad for years and I've not missed it like I thought I would. Do I shy away from being the first to jump in - nope. It's not altered the way I play at all, of course having perma IW helps by not getting mezzed and if my team is 'so bad' that they are relying on me to kill everything then my flashfire is always there for a double tap hold with cages and for those 'really bad teams' there's cinders.
Other examples could include Bonfire, Smoke, Fallout and EM Pulse. All good powers but depending how and who you play with will depend on how they affect your gameplay.
Personally, being a fire/rad nutter, I built mine with 'massive' recharge from sets (in order to get AM, hasten and IW perma) everything else fell into place and the toon is lots of fun - made easier by the incarnate system ofc. Last time I posted this build folk criticised how 'expensive' it was, so take it with a pinch of salt and an even larger pinch of 'WOTNOCC'?!?!?!?! N.B. this has 3 slots free for health/stamina, can't recall how I used them at the mo but the rest is mostly 'as is'.
Guff.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Scari19endrng: Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-%Hold(9), BasGaze-Acc/Rchg(11), BasGaze-Acc/Hold(11), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15)
Level 2: Radiation Infection -- HO:Enzym(A), HO:Enzym(3), HO:Enzym(3)
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: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(17), GravAnch-Immob/Rchg(17), GravAnch-Acc/Immob/Rchg(21), GravAnch-Acc/Rchg(21)
Level 8: Hot Feet -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(25), Armgdn-Acc/Dmg/Rchg(25), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(27), EndRdx-I(36)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
Level 12: Flashfire -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(40)
Level 16: Enervating Field -- EndRdx-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(40)
Level 20: Lingering Radiation -- Acc-I(A), RechRdx-I(34)
Level 22: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(23), Clrty-Stlth(39)
Level 24: Cinders -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(33), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(34)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(34), HO:Enzym(37)
Level 28: Smoke -- ToHitDeb-I(A)
Level 30: Boxing -- Acc-I(A)
Level 32: Fire Imps -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(36), S'bndAl-Acc/Dmg/Rchg(36), S'bndAl-Acc/Rchg(37)
Level 35: Tough -- HO:Ribo(A), HO:Ribo(42)
Level 38: Weave -- LkGmblr-Rchg+(A), HO:Enzym(39), HO:Enzym(40)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), LkGmblr-Rchg+(42), LkGmblr-Def/Rchg(43), LkGmblr-EndRdx/Rchg(43)
Level 44: Mental Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Mind Over Body -- HO:Ribo(A), HO:Ribo(50), S'fstPrt-ResDam/Def+(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Empty(A)
I was just wondering if it was worth slotting damage procs in hot feet?