fire/rad build question
As far as I know...I thought fire/rad was more of a melee character and therefore you should go for smashing/lethal defense.
so if I switch from the fire APP to stone would that allow for soft capped s/l def and permahasten?
I'm softcapped to s/l defense on mine and have perma-hasten so I'm sure you can have it too. Here is a build that is softcapped and perma-hasten...it's not cheap. You can probably get a cheaper build with softcapped s/l on the forums.
Hero Plan by Mids' Hero Designer 1.92
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: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-EndRdx/Rchg/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(3), BasGaze-Acc/Hold:30(13), BasGaze-Acc/Rchg:30(15)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(13), Dct'dW-Heal/Rchg:50(17), Dct'dW-Heal/EndRdx/Rchg:50(37), Dct'dW-Heal:50(37)
Level 2: Radiation Infection -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/Rchg:50(3), DarkWD-ToHitdeb/Rchg/EndRdx:50(11), DarkWD-ToHitDeb/EndRdx:50(17), Achilles-ResDeb%:20(27)
Level 4: Accelerate Metabolism -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(5), Efficacy-EndMod/Acc/Rchg:50(5), Efficacy-Acc/Rchg:50(11), Efficacy-EndMod/Acc:50(36), Efficacy-EndMod/EndRdx:50(37)
Level 6: Fire Cages -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(7), Ragnrk-Acc/Dmg/Rchg:50(7), Ragnrk-Acc/Rchg:50(25), Ragnrk-Dmg/EndRdx:50(27), Posi-Dam%:50(34)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(9)
Level 10: Super Jump -- Winter-ResSlow:50(A)
Level 12: Super Speed -- Clrty-Stlth:50(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(15)
Level 16: Enervating Field -- EndRdx-I:50(A)
Level 18: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19)
Level 20: Tactics -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(21), AdjTgt-ToHit/EndRdx/Rchg:50(21), AdjTgt-EndRdx/Rchg:50(46), AdjTgt-ToHit/EndRdx:50(50)
Level 22: Flashfire -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(23), Amaze-Acc/Stun/Rchg:50(23), Amaze-EndRdx/Stun:50(25), Amaze-ToHitDeb%:50(34)
Level 24: Lingering Radiation -- EndRdx-I:50(A)
Level 26: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(40), BasGaze-Acc/Hold:30(40), BasGaze-Rchg/Hold:30(43)
Level 28: Choking Cloud -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(29), UbrkCons-Acc/Hold/Rchg:50(29), UbrkCons-Acc/Rchg:50(31), UbrkCons-EndRdx/Hold:50(34)
Level 30: Hot Feet -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(31), Armgdn-Acc/Dmg/Rchg:50(31), Armgdn-Dmg/EndRdx:50(36), Armgdn-Dam%:50(45)
Level 32: Fire Imps -- C'Arms-EndRdx/Dmg/Rchg:30(A), C'Arms-Dmg/EndRdx:30(33), C'Arms-Acc/Rchg:30(33), C'Arms-Acc/Dmg:30(33)
Level 35: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
Level 38: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(39)
Level 41: Fissure -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Dmg/Rchg:50(42), Posi-Dmg/EndRdx:50(42), Posi-Acc/Dmg:50(42), Posi-Dam%:50(46)
Level 44: Seismic Smash -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(45), Hectmb-Acc/Dmg/Rchg:50(45), Hectmb-Dmg/EndRdx:50(46), Hectmb-Dam%:50(48)
Level 47: Rock Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48), LkGmblr-Def/EndRdx:50(48)
Level 49: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(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 -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(19), Numna-Regen/Rcvry+:50(43)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(39)
Well, the one thing with Fire/Rads, your BIG control/damage-doer is Hot Feet + Choking Cloud.
Ranged damage kinda is at cross purposes with you there.
Getting capped defense of any sort while maximizing recharge is going to be tough.
I'd recommend building for maximum recharge and control effects (Stun/Hold/etc). Your damage won't be PHENOMENAL. But if the enemy spends the entire time choking...
Held >> Stunned >> Defense >> Resist >> Heal
No Damage (Most desirable)
Damage Avoidance (Desirable)
Damage Repair (Undesirable)
After reading in the forums that most mez have a ranged component, I tried just ranged defense on my fire/rad who was getting mezzed constantly. It's rather counter-intuitive since I am in melee all the time, but it's worked beautifully! I could not be more pleased.
Well enough, in fact, that I'm in the process of de-gimping a different fire (melee) controller who had been soft-capped, and going for just ranged defense.
I was kind of thinking something like that.
I've got a Fire/Kin character that I softcapped to S/L, and that helps a lot with damage, but the stuff that's out of my range, standing back and sniping, that can be a real danger if they hit me with a mez. Which is why I've also got a significant amount of ranged defense in. With Choking Cloud in the mix, it seems like it's even more likely that the real threats will be coming from range.
Of course, getting a good amount of ranged defense can be a pain. Most of the better set bonuses for it take six-slotting, which isn't always something I'm happy about doing.
I had similar problems with mezzo detoggles until I switched from a defence focus to relying on indomitable will (app). LocalMan has a series of posts on the boards that go through his approach to this which were extremely helpful and instructive.
I think I might still have one of the builds he posted some months back, but I can't check until I'm back home.
I'm one of those odd folks who don't find it necessary to load a bunch of defense on a controller. I'm kind of old school that way.I use the Psi Pool's Indomidible Will to prevent mez, and instead try to deal with foes through mezzing them rather than high defense. I prefer high Recharge over Defense. Here's my current build on my Fire/Rad. I was playing him last night through the Maria Jenkins arc . . . never got mezzed and only died once when I didn't see the AV who popped up right behind me. This build is not maximized for Recharge . . . there is about 8 seconds of down-time on Indomidible Will. I could fix that with some changes in slotting, like adding more Defense powers that can take a Luck of the Gambler Recharge.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Pyrophore: Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(27), HO:Nucle(29), Dmg-I(29)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31)
Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(21), GravAnch-Immob/EndRdx(23), GravAnch-Hold%(25), Posi-Dam%(25)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(17), Efficacy-EndMod/Acc(33), Efficacy-EndMod/EndRdx(33)
Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(7), DarkWD-ToHitDeb/Rchg(36)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), TmpRdns-Dmg/Slow(9), TmpRdns-EndRdx/Rchg/Slow(11), HO:Nucle(11), EndRdx-I(15)
Level 10: Super Speed -- Clrty-Stlth(A)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-ToHitDeb%(17)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 16: Enervating Field -- EndRdx-I(A), EndRdx-I(19)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43), EoCur-Acc/Hold/Rchg(43)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Air Superiority -- HO:Nucle(A)
Level 24: Mutation -- RechRdx-I(A)
Level 26: Bonfire -- Det'tn-Dmg/Rchg(A)
Level 28: Choking Cloud -- UbrkCons-Hold(A), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-EndRdx/Hold(34), UbrkCons-Dam%(34), Lock-%Hold(36), EndRdx-I(36)
Level 30: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(33)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(46), ExRmnt-Acc/Dmg/Rchg(46), ExRmnt-EndRdx/Dmg/Rchg(46), S'bndAl-Dmg/Rchg(48), S'bndAl-Build%(48)
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), RechRdx-I(42), HO:Membr(42)
Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(45)
Level 47: Psionic Tornado -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(50), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 49: Mental Blast -- HO:Nucle(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Containment
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(37), Mrcl-Heal(40), Mrcl-Rcvry+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(40)
Level 4: Ninja Run
------------
Set Bonus Totals:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1396;689;1378;HEX;|
|78DA6593594F135114C7EF745A6B4B81967DAB85B2B480141A7D322624B244A085D|
|202AF4D03433B49ED34D31AC5275F342EB827FA154C7CF04105E2977089DB975088|
|BE185FF0CCF9DFD2266DD2F9DDF9DFB3DD73E6C6AFCF7A84B8392D14EF4C3E532AA|
|5678C42D934F279CD74AF699BB9829137B23BAEC48E69147386A939851081AA4DC5|
|3C32AF9B5AE52558B37FE9EAF6762499D9D23365DD28A4E7AEE8A5122D7C0B859C6|
|66A8572A4B270270C0A932A6ADA56032FE7F37A3657F6F03AA6658A7A21DB5C79D9|
|D2CC524E2FB6CD15F5CD48C20AA86FA6E39952593377BAA8C261FADF5284FC1D3BC|
|4179B107E61FBCAE8F9067C67F45D2413BB2AFAFCC4A858AEBAD9C59262491D31C6|
|9938B00CAC306ED353915994559B25D9928CB614A3638DD1B50E1C709204B9A80AB|
|CD45DDEB13F001E32BC8F18FD8F81270C2BA303B954C71E4BA70E80F78CC17DC61D|
|B273CAE8CE6B9CF0F40DE02517ED7E05C893370DF0E620CDD60537E17271A4BBF4D|
|A209BD1B0C892670988319AE228778511A4088D88606B1CE7A02D401BB04A9BCD88|
|A734236B0B708F767C32930FD31AC5B4C630ADB11F40964B4FD1B315E6A2B58723B|
|82979BB94DAE5C99264D629B54E94709FA46E2975BF66698DA45ED9AFDE593EC9C0|
|3C701958407BFF01A8B8C369D583B3F8FF0AEBA5BF9D8BDBA567407E138143F6993|
|8027E037F1893D3C00C639DBC82B2B0A0AC7F43C1B76C4D7C185D19415746D09511|
|74E5A32A4458363E8C738E4A5C40A44F64310E0B757C881621717618080161C667B|
|28BC83944DE7288C9778CE81B600FD8677C20F32959F454E522D94F6E9010988DBF|
|2A1D8FD56E1FD34F4CD529D13AE55C9D72BE4E89D52A615C34FBC9F5140A3AF2D34|
|D92FCCC9509960EAB92AAACF30C873618A105EE4A6891F1ABD615098E6A5D9FF220|
|879E01CF19A1170C97976EBCECC07FA0D7E098|
|-------------------------------------------------------------------|
Slotting for Defense is not the only way to do things. Certainly there's nothing wrong with a Defensive build, but I prefer to slot to maximize my ability as a controller instead of a tank.
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 didn't build mine for defense either. Some might creep through it set bonuses, but it was never a goal. I have 100% defense against chumps gagging on cinders and radiation. Plus, RI's -tohit is quite brutal, even out of the box. As long as your anchor sticks around, you should be fine.
Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.
I have a 45% energy defense, 44%smash/lethal defense, perma hasten, perma AM build that I love. But it is very pricey. I use clarion for mez protection. I would rate mez protection on a fre/ rad as more important than soft capped defenses due to the toggles. But if you can get both, it is very very nice.
I also build controllers for control not damage. The AOE attacks are great as are the Imps, but I slot control powers for control not damage.
@SBeaudway on Pinnacle, TaskForce Titans Supergroup.
i've been trying to get a perma-hasten and ranged defense soft-capped build, and it is just not working. I can get perma-hasten just fine, but to get soft-capped I end up gimpimg my damage by taking mez io sets instead of damage. Is it even possible to do both? (not @ home so can't post any builds) any help would be appreciated.