Fire/Rad/Psi Am I missing anything?


Ashryn_Kaine

 

Posted

Okay, so I've been reading up on Fire/Rad builds and I think I have a good one planned out.
I believe this build has good End recovery and efficiency, it's perma-AM and perma-hasten, and Indom Will is almost Perma, a few seconds of downtime.

I decided to skip Fallout, EM Pulse, and I'm considering dropping Cinders; all because I hate the long recharge; even hastened to "light speed" and the sudden -end recovery just seems silly for a build that has no end recovery power in it.

Anyway, please tell me if I'm missing anything.

Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/

Becca Kell: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Char

  • (A) Devastation - Accuracy/Damage
  • (36) Devastation - Damage/Recharge
  • (37) Devastation - Accuracy/Damage/Recharge
  • (37) Devastation - Accuracy/Damage/Endurance/Recharge
  • (37) Lockdown - Accuracy/Hold
  • (39) Lockdown - Chance for +2 Mag Hold
Level 1: Radiant Aura
  • (A) Doctored Wounds - Heal/Recharge
  • (27) Doctored Wounds - Heal
  • (33) Doctored Wounds - Recharge
  • (33) Doctored Wounds - Heal/Endurance/Recharge
  • (33) Doctored Wounds - Endurance/Recharge
Level 2: Fire Cages
  • (A) Gravitational Anchor - Immobilize/Recharge
  • (19) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (19) Gravitational Anchor - Accuracy/Recharge
  • (21) Gravitational Anchor - Immobilize/Endurance
  • (21) Gravitational Anchor - Chance for Hold
Level 4: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (5) Efficacy Adaptor - EndMod/Recharge
  • (5) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (7) Efficacy Adaptor - Accuracy/Recharge
  • (13) Efficacy Adaptor - EndMod/Accuracy
  • (13) Efficacy Adaptor - EndMod/Endurance
Level 6: Fly
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (7) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 8: Radiation Infection
  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (9) Dark Watcher's Despair - Recharge/Endurance
  • (9) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (11) Dark Watcher's Despair - Chance for Recharge Slow
Level 10: Enervating Field
  • (A) Endurance Reduction IO
  • (11) Endurance Reduction IO
Level 12: Flashfire
  • (A) Absolute Amazement - Stun/Recharge
  • (15) Absolute Amazement - Accuracy/Stun/Recharge
  • (15) Absolute Amazement - Accuracy/Recharge
  • (17) Absolute Amazement - Endurance/Stun
  • (17) Absolute Amazement - Chance for ToHit Debuff
Level 14: Hot Feet
  • (A) Multi Strike - Damage/Endurance
  • (34) Multi Strike - Accuracy/Endurance
  • (34) Multi Strike - Accuracy/Damage/Endurance
  • (34) Multi Strike - Damage/Endurance/Recharge
  • (36) Armageddon - Damage/Endurance
  • (36) Armageddon - Chance for Fire Damage
Level 16: Hover
  • (A) Luck of the Gambler - Recharge Speed
Level 18: Cinders
  • (A) Lockdown - Accuracy/Hold
  • (39) Lockdown - Accuracy/Recharge
  • (39) Lockdown - Recharge/Hold
  • (40) Lockdown - Accuracy/Endurance/Recharge/Hold
Level 20: Lingering Radiation
  • (A) Pacing of the Turtle - Endurance/Recharge/Slow
  • (50) Pacing of the Turtle - Chance of -Recharge
Level 22: Afterburner
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (27) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 24: Hasten
  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
  • (25) Recharge Reduction IO
Level 26: Mutation
  • (A) Recharge Reduction IO
Level 28: Choking Cloud
  • (A) Unbreakable Constraint - Hold
  • (29) Unbreakable Constraint - Hold/Recharge
  • (29) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (31) Unbreakable Constraint - Accuracy/Recharge
  • (31) Unbreakable Constraint - Endurance/Hold
  • (31) Lockdown - Chance for +2 Mag Hold
Level 30: Bonfire
  • (A) Kinetic Crash - Damage/Endurance/Knockback
Level 32: Fire Imps
  • (A) Soulbound Allegiance - Chance for Build Up
  • (40) Soulbound Allegiance - Damage
  • (40) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (42) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (50) Sovereign Right - Resistance Bonus
Level 35: Indomitable Will
  • (A) Luck of the Gambler - Recharge Speed
  • (48) Luck of the Gambler - Defense/Recharge
  • (48) Luck of the Gambler - Endurance/Recharge
  • (48) Recharge Reduction IO
Level 38: Mental Blast
  • (A) Apocalypse - Damage
  • (42) Apocalypse - Damage/Recharge
  • (42) Apocalypse - Accuracy/Damage/Recharge
  • (43) Apocalypse - Accuracy/Recharge
  • (43) Apocalypse - Damage/Endurance
Level 41: Mind Over Body
  • (A) Aegis - Psionic/Status Resistance
  • (43) Aegis - Resistance
  • (46) Aegis - Resistance/Endurance
  • (46) Aegis - Resistance/Endurance/Recharge
  • (50) Steadfast Protection - Resistance/+Def 3%
Level 44: Psionic Tornado
  • (A) Ragnarok - Damage
  • (45) Ragnarok - Damage/Recharge
  • (45) Ragnarok - Accuracy/Damage/Recharge
  • (45) Ragnarok - Accuracy/Recharge
  • (46) Ragnarok - Damage/Endurance
Level 47: Assault
  • (A) Endurance Reduction IO
Level 49: Smoke
  • (A) Accuracy IO
Level 50: Cardiac Boost
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Containment
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 4: Ninja Run
Level 2: Swift
  • (A) Flight Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Endurance Modification IO
  • (3) Performance Shifter - EndMod
  • (3) Performance Shifter - Chance for +End


Click this DataLink to open the build!


Ashryn Kaine: 50 Elec/Elec/Elec Blaster (Shut down then put down.)
John Synistra: 50 Earth/Storm/Fire Controller (It feels like cheating.)

 

Posted

Sorry, missed this part.

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Ashryn Kaine: 50 Elec/Elec/Elec Blaster (Shut down then put down.)
John Synistra: 50 Earth/Storm/Fire Controller (It feels like cheating.)

 

Posted

Personally, I think having both Cinders and EM Pulse is a very, very good idea. A Fire/Rad lives in melee. Most of the time, Flashfire+Fire Cages will handle your control and then Cinders can fill in if Flashfire is recharging. Where EM Pulse is great is as a "panic button" power because it activate so fast and holds in a HUGE radius. If you get a big ambush or aggro another group, then EM Pulse is the answer. Or it can be a "boss killer" since Cinders+EM Pulse will easily hold bosses.

The Lockdown proc in Char is not very effective. Think about it. Char will hold minions and lieutanants on its own, and has a 20% chance to hit a boss. So the proc does nothing on anything other than the 80% of bosses not held by Char. The proc has a 15% chance to hit. If the proc hits a foe already held, it will show the Tesla Cage animation even though it accomplished nothing. Bosses are, what, less than 20% of the population of bad guys? So 80% bosses not held by Char times 15% chance to hold times 20% of population = about 2.4% So, that proc has an effect about 2.4% of the time. Is that worth a slot? I don't think so.

On the other hand, due to the unique nature of how Choking Cloud works, the Lockdown proc in Choking Cloud is worth it. The problem with the Unbreakable Contstraint set in Choking Cloud is that there isn't enough EndRdx in that set.

Putting Flightspeed in Swift is wasted . . . Fly is already at flightspeed cap. Use Runspeed instead.


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

 

Posted

maybe swap the slotting of Cinders and Choking Cloud?

Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/

Click this DataLink to open the build!

Becca Kell altered: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission



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perma jump is ---> /up 1

 

Posted

If you're not married to psi, soul mastery is a good PPP for fire/rad.

It's got an end heal and +dam move that both do PBAoE damage, a targeted AoE blast, a pet, and a decent shield, and since fallout is skippable you can actually get all 5 powers from it.


 

Posted

Thanks Hindenburg for the advice on switching the slotting. I like what you did there.

Local_man I read alot of your critiques and thank you for responding. I see the wisdom in your advice and so am dropping Assault for EMP. The slot that Hindenburg freed up I put in it so it is two-slotted with Lockdown for Acc and Recharge.

OOB; thanks for the advice. Thematically that actually flows better with my concept as well, however, Psi does too and while I like what Soul provides, I feel I need the Mez protection on Indom. Will. I almost went with your suggestion though, maybe as a secondary; it's tempting.

Thank you all for the advice again; here is the Data Chunk for the slightly altered Becca.



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Ashryn Kaine: 50 Elec/Elec/Elec Blaster (Shut down then put down.)
John Synistra: 50 Earth/Storm/Fire Controller (It feels like cheating.)

 

Posted

One other thing. I'd flip the selections of Fly and Hover.
This way, if you exemp down for extreme lowbie trials, you still have access to a damage mitigation method (hover-"blasting") that isn't slurping down quite as much End as Fly does.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Well, there are a few problems with the new build. Especially your slotting for Choking Cloud. This power needs to be slotted to the ED cap for Hold due to the unique nature of how the power works. (My Illusion/Rad guide explains it.) You need to 6-slot Choking Cloud and cap Hold, and put as much EndRdx in there as well. The hold pulses happen every 5 seconds, and the hold lasts 7.45 seconds with no slotting. With capped slotting, those pulses last nearly 15 seconds, or through 3 pulses. With less than full slotting (95%), it will only last through 1 or 2 pulses. It needs to be slotted for Hold and EndRdx first, then procs only if you have room.

Since I-18, Fly is at Flightspeed cap with no enhancement whatsoever. It is a complete waste to slot Fly with Flightspeed. Flightspeed in Swift is wasted, too, except for Hover. I haven't tried Afterburner yet, but I question whether Flightspeed is doing anything there. On my two Fire/Rads, I went with Super Speed instead. Since I spend all my time in melee, I don't really see a benefit to Fly . . . if I need to get up and over something, the Raptor Pack works great. Hoverblasting works great for a blaster or other ranged character (I do that on my Ill/Rad), but not a Fire/Rad who has to be in close for Hot Feet and Choking Cloud. Another huge advantage of Super Speed -- throw in a Celerity Stealth for full Invisibility. No need for Smoke (which I don't particularly like). Plus, you have two extra power picks when you replace Hover/Fly/Afterburner with Super Speed. (Combat Jumping is a good choice for the Immob protection and another place for some handy IOs. IW does not have Immob protection, and getting Immobed when you need to run into melee sucks.)

I'm not a huge fan of the Resist (or Defense) procs for Fire Imps. Why? Those little buggers run all over the place, usually outside of the range of the proc. Plus, they have no base resist to build on. I love those procs for Earth's Rocky or Grav's Singy both of which have high resistance, but you just don't get much benefit on Imps.

Just for comparison, here is my build. I don't have the expensive purple damage sets, which would be a nice addition. But this build performs very well, as was designed to work well with other Fire/Rads while being able to solo.

Hero Plan by Mids' Hero Designer 1.952
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 50: Spiritual Core Paragon
------------
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

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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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