Working on final Fire/Rad build - need help
No offense, but in my opinion, this build needs some work. I have 2 Fire/Rads at 50, so I have some experience with the build. A key to a good Fire/Rad is recharge -- you want Flashfire up as much as possible. You kind of half-heartedly slotted for Defense. Use enough control and you don't need defense. But if you are going for Defense, then really go for it. Go with the Earth APP and slot for S/L defense. I prefer the Psi APP for Indomidible Will (to stop your toggles from being turned off by mez).
As for Choking Cloud, the power is worthless unless fully slotted. If you aren't going to 5- or 6-slot it, then skip it. My Illusion/Radiation guide gives the details on the power and how it works. For an Ill/Rad, Choking Cloud is skippable. For a Fire/Rad, Choking Cloud + Hot Feet are the key powers around which the entire combo is based. CC pulses every 5 seconds, so the longer you give the power to hit, the better chance it will hit.
The key strategy with CC+HF is to turn them on and leave them on most of the time. From Range, hit a group with Flashfire+Fire Cages. Then run in with CC+HF and the imps trailing behind. As you stand in the middle of the group, they will be held and their health will be eaten away while the Imps chomp away. Use Char on any Bosses or foes who break out of the Choking Cloud hold.
Ring of Fire: OK power, but skippable even solo. (I skipped RoF on both of my level 50 Fire/Rads, and took Air Superiority instead . . . the knockdown works well with giving more time for Choking Cloud to hit. Take Char at level 1, Fire Cages at 2.
Radiant Aura: 5 slot with Doctored Wounds.
Char: The Lockdown set is OK, but you will get a lot more benefit from 4 Baz Gaze, then add some Acc/Dam and Damage (I use an Acc/Dam Hami-O and a common Damage). The 4 Baz Gaze has good recharge.
Radiation Infection: Defense Debuff has limited benefits due to the 95% ToHit cap. This power is better slotted with 4 Dark Watcher ToHit Debuff. Or even better . . . 3 Enzyme Hami-Os (ToHitDebuff/DefenseDebuff/EndRdx). If you have a spare slot, then the Achilles Heel Resistance proc is nice here.
Fly: Since I-18, Fly is capped for Flightspeed with no Flightspeed enhancements. Most of the time, I just slot an EndRdx in the default slot, but you can use that Zephyr -Knockback if you like. Putting Flightspeed in Fly is a complete waste of slots. (A lot of people don't know about this, but you can check it with your combat stats.)
Fire Cages: This power does mininal damage. You will actually get more damage from procs than slotting the power for damage. If you can afford it, I strongly recommend the Gravitational Anchor Chance for Hold proc in this power. Even better, 5 slot the Grav Anchor set (Skip the Immob), and add the Posi Blast Chance for Energy Damage.
Hot Feet: Oblit is a nice set, but there is almost no EndRdx in it and Hot Feet uses a lot of endurance. Use the Multistrike set, or you can frankenslot. One option is Dam/End and Acc/Dam/End from Scirocco, Dam/Slow and End/Slow/Rech from Tempered Readiness, Acc/Dam Hami-O and a common EndRdx. That caps Damage and Endrdx, good accuracy and adds some Slow. The Slow keeps foes in the range of CC+HF longer. Capping EndRdx is key if you are going to run CC+HF all the time.
AM: I prefer the Efficacy Adapter set, which includes some Recharge.
Flashfire: I would take it at 12, but that's not that big a difference.
Cinders: 4 Baz Gaze and an extra Acc/Hold/Rech (Essence of Curae works.)
Enervating Field: 2 EndRdx.
Stealth: This is a wasted pick in my opinion. Put a Celerity Stealth in Super Speed if you want invisibility. You don't have enough defense to make this worthwhile.
Combat Jumping: 4 slotting it is a waste of slots. LotG Recharge is all you need.
Fire Imps: Consider 4 Expediant Reinforcement (skip Dam/End and the Resist proc) and add Dam/Rech and Chance for Build Up from Soulbound (the purple pet set, which is not all that expensive). When the imps die, you can re-cast them quickly.
Choking Cloud: If Frankenslotting, go for Hold/EndRdx, and add the Lockdown +2 Mag proc here, not in the other holds. Due to the unusual way that CC stacks mag, that proc has more benefit here than in the other holds. If you have the Infl, 4 Unbreakable Constraint (including the proc), the Lockdown Proc and a common EndRdx is great slotting, but you will need some extra Recovery.
EM Pulse: 4 Baz Gaze.
APP set: I prefer the Psi Set for Indomidible Will, Psi Tornado and Mind Over Body. Mental Blast is optional. (World of Confusion is not good.)
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 suggestions. I'll have to make a few substitutions as some of these items are quite expensive. 300m for an HO! - I might have to join some more Hami raids.
131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )
Thanks for the suggestions. I'll have to make a few substitutions as some of these items are quite expensive. 300m for an HO! - I might have to join some more Hami raids.
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I have also run a LOT of Statesman's TFs, which can drop the Synthetic Hami-O. It is the exact same as a standard Hami-O except for the name.
You don't need all those Hami-Os, but there are places that Hami-Os can really provide a nice benefit over even IO 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
I would focus on one type of defense if I was you (and only after you've worked out your end issues and have enough recharge) and get it to either 20 or 32.5 percent (so a med or small purple skittle will cap you). Many will suggest ice or earth app for the shield but like local man I swear by indom will... it's very necessary to keep your offensively defense toggles up. Plus I like to focus on ranged def for this build since up close and personal choking cloud and whatever other control (flashfire/cinders/spamming fire cages with immob purple proc) yer using is more than enough I find... more-so if you waste the end on radiation infection.
I went with World of confusion myself more for the mule spot than worrying about how effective it is... the third cheapest purple set and with the proc in it the power is almost noticeable considering just how often you are in melee range. If you cannot afford the set I wouldn't take the power tho... now that they "fixed" reactive it's really not all that without the set bonus's egging ya on.
If I'm trying to solo tough things I prefer ring of fire over air sup myself... specially on the higher end build.. just cause it sets up it's own containment (immob is the most reliable and fire cages gets expensive to spam).
Radiation infection slot for -to hit and end... dark watchers is another great cheap set if you can't afford the hami route (I find with the long cast time and how quick things fall I actually NEVER use this power cept on lambda runs... but won't respec out of it cause I blew the money on enzymes and I know it will come in handy eventually).
Slotting defense enh in stealth/combat jumping is wasted in my book. You have radiant aura you don't need regular regen.. and the percent defense per slot is dismal even on level 50 enh.... you can also cut out the slot for the karma unique but just putting your -kb in fly and calling it done (since 4 is enough for most stuff and the next step is 12... so either use one enh or 3).
Lingering Rad ... if you don't have enough global recharge to perma it out of the gate you should slot it for recharge (and acc of course)... the slow is more than enough but as far as teaming goes LR is your second or third most important power (EF is first and LR might tie with AM depending on how the team is)... you want that - regen to be as perma as possible for smaller groups doing arch villains... you can contribute more effective damage with that power than most people on your team will through attacking (so I hear.. it is very noticeable for me at least even with AV resists to it).
Fire imps you have the best set if you are looking for recharge AND are focused on ranged defense... otherwise I'd go with Local man's version cause the buildup proc is awesome in imps (if I wasn't trying to hit the 32.5 mark myself I would go that route for sure). 50 mil for one enh is brutal... but it's a great one there.
Choking cloud... see slotting below... works awesome for me the lockdown proc on top of the purple proc in fire cages or cinders/emp is great.
Fit in the miracle proc in health... it's very important ... you get more from that proc than the extra plain end mod in stamina if you want to switch slots (I always 3 slot stamina and go proc/endmod/endmod myself.. any more and you're wasting it on ED if your tight on slots). If you only have one space and have a self heal I'd use miracle over numina's myself.
And last.. for your damage resistance shield (I would def suggest going psi myself for Indom will and getting it as close to perma as possible... but fire is a good theme too) try two slots of impervium armor (resistance and resistance/end) for the +recovery and if you are trying to get defense (whether you picked ranged or s/l) put the steadfast unique there. 3% doesn't look like much till you notice it's 3% per slot while most will get you 1 or even .5% defense per slot. If you switch to the psi pool you can add another Impervium armor for the psi defense to go with IW's high psi defense for near soft-capped psi defense.
Here's a few builds to look at...
First ... Cleaned up yours a bit.. fixed the end issues and kept all the same powers (switched out stealth for maneuvers tho so you don't lose run speed). A bit more accuracy (never hurts) and the only expensive thing I added was the celerity stealth proc in super speed so you can get perma invis with just one power. Near perma hasten and AM should be perma too.
One medium purple is .5 percent from soft-capping ranged defense (and energy) so you should have a bit of protection too.
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Now here's a slightly more expensive version using the psi pool for indom will. Going with 3 "cheap" purple sets since you get the most bang for your buck out of them... the immob is cheap and the hold isn't too horriblely priced. The stun is getting a bit more expensive but nowhere near as bad as the damage type ones. (run tips for lotg's and sell them to afford these.. gives you something to work torwards with the char (specially since the first build is enough to farm pretty well and you will probably be seeing purples dropping)) Picked these three cause they all have the recharge but all 3 also have acc and recovery... which you really need as a fire rad.
Because of all the extra accuracy now even cinders is over 95% chance to hit +3's, with the tier 3 recharge/heal/stun alpha (with it's level shift) that's anything without a defense bonus you will face... which lets you do your controlly job well. Not to mention even with ALL of your toggles up you gain 1.34 end a second or something which just gets better when you throw in the ageless destiny.
And still over 20% ranged defense... so two small or one med purple means nothings hitting you during the brief period they see you before they see the light of your flashfire and melt under your feet.
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Note you will have to use radiant aura at least every 2 minutes to keep the numina proc active... but that's not a problem when it's cheap and fast firing like it is. Indom will is only 2 seconds off of perma and hasten/am have a bit of room to spare. Not too far off from my build really.... I managed to go over 32.5 ranged def while keeping everything perma but I rely on ageless to fix a bit of the end crunch since I kept tweaking my slots... will post my current build just for giggles.
Basic synopsis since I always write a novel.... Recharge first... then fix yer end... then if you have room worry about defense but at that point it's almost overkill (but I like overkill... the type where you live through +2x6 ambush's of arachnos type overkill... farming tips of +2x6 carnies or whatever like they were skuls type overkill).
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Concerning the endurance issue, I took the Ageless incarnate power with my Fire/Kin, and it is awesome. Never have to use transference anymore...
131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )
I'd like an all-around group friendly build for running on trials and TFs.
I need a few extra slots in radiant aura, and wondering which other slots I could shift ... the two extra slots in flight are the obvious ones.
Also wondering about choking cloud, as it doesn't appear to do anything. How many slots are needed before you notice any actual effect from this power?
An extra slot in health for Miracle +recovery would be nice too... but again what do I drop to get it?
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Ring of Fire -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/Dmg/Rchg:40(5), Decim-Acc/EndRdx/Rchg:40(5)
Level 1: Radiant Aura -- Numna-Heal/EndRdx:50(A)
Level 2: Char -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(7), Lock-Rchg/Hold:50(7), Lock-EndRdx/Rchg/Hold:50(9), Lock-Acc/EndRdx/Rchg/Hold:50(9), Lock-%Hold:50(11)
Level 4: Radiation Infection -- LdyGrey-DefDeb:50(A), LdyGrey-DefDeb/Rchg:50(11), LdyGrey-DefDeb/Rchg/EndRdx:50(13), LdyGrey-Rchg/EndRdx:50(13), LdyGrey-DefDeb/EndRdx:50(15), LdyGrey-%Dam:50(15)
Level 6: Fly -- Zephyr-ResKB:45(A), Flight-I:45(17), Flight-I:45(17)
Level 8: Fire Cages -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(19), Posi-Dmg/Rchg:50(19), Posi-Acc/Dmg/EndRdx:50(21), Posi-Dam%:50(21), EndRdx-I:45(23)
Level 10: Hot Feet -- Oblit-Dmg:45(A), Oblit-Acc/Rchg:45(23), Oblit-Dmg/Rchg:45(25), Oblit-Acc/Dmg/Rchg:45(25), Oblit-Acc/Dmg/EndRdx/Rchg:45(27), Oblit-%Dam:45(27)
Level 12: Accelerate Metabolism -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(29), P'Shift-EndMod/Acc/Rchg:50(29), P'Shift-Acc/Rchg:45(31), P'Shift-EndMod/Acc:45(31), P'Shift-End%:45(31)
Level 14: Hasten -- RechRdx-I:45(A), RechRdx-I:45(33), RechRdx-I:45(33)
Level 16: Super Speed -- EndRdx-I:45(A)
Level 18: Flashfire -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(33), Stpfy-Acc/EndRdx:50(34), Stpfy-Stun/Rng:50(34), Stpfy-Acc/Stun/Rchg:50(34)
Level 20: Enervating Field -- EndRdx-I:50(A)
Level 22: Cinders -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(36), Lock-Rchg/Hold:50(36), Lock-EndRdx/Rchg/Hold:50(36), Lock-Acc/EndRdx/Rchg/Hold:50(37), Lock-%Hold:50(37)
Level 24: Stealth -- LkGmblr-Def/EndRdx/Rchg:50(A), LkGmblr-Def/EndRdx:45(37), LkGmblr-Def:45(39), LkGmblr-Rchg+:45(39), Krma-ResKB:30(39)
Level 26: Lingering Radiation -- Acc-I:50(A)
Level 28: Mutation -- EndRdx-I:50(A)
Level 30: Combat Jumping -- LkGmblr-Def/EndRdx/Rchg:50(A), LkGmblr-Def/EndRdx:50(40), LkGmblr-Def:50(40), LkGmblr-Rchg+:50(40)
Level 32: Fire Imps -- ExRmnt-+Res(Pets):50(A), ExRmnt-Acc/Rchg:50(42), ExRmnt-Acc/Dmg:50(42), ExRmnt-Dmg/EndRdx:50(42), ExRmnt-Acc/Dmg/Rchg:50(43), ExRmnt-EndRdx/Dmg/Rchg:50(43)
Level 35: Choking Cloud -- EndRdx-I:50(A)
Level 38: EM Pulse -- Acc-I:45(A)
Level 41: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(43), Posi-Dmg/Rchg:50(45), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dam%:50(45)
Level 44: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(46), RctvArm-EndRdx:40(46), RctvArm-ResDam/EndRdx/Rchg:40(46), RctvArm-EndRdx/Rchg:40(48)
Level 47: Consume -- RechRdx-I:50(A), RechRdx-I:45(48), RechRdx-I:45(48)
Level 49: Rise of the Phoenix -- RechRdx-I:45(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:45(A)
Level 2: Swift -- Run-I:45(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A)
Level 2: Stamina -- EndMod-I:45(A), EndMod-I:45(50), P'Shift-EndMod:45(50), P'Shift-End%:45(50)
Level 1: Containment
Level 4: Ninja Run
131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )