Jump to content

Looking for a Fire/Rad Pines build (or a few different takes on the build)


doughty247

Recommended Posts

About to ding 40 on my Fire)/Rad Troller and I'm looking for some outside insight. On live I had a 50 Ill/Rad and a 50 Fire/Kin, so I'm very familiar with both powersets. I'm getting lost in what powers to not take (I mostly want them all) and what IO and ATO sets to maximize recharge, end use and anything else I should be focused on. I'm well off with influence so that's not to big of a concern (although I don't need a 1.5 billion dollar build.) Thanks for any assistance.

 

Captain Nuclear

Link to comment
Share on other sites

General thoughts:

 

Fire likes to be in melee range due to Hot Feet, and this makes Choking Cloud more useful... but I'm not sure if the End drain is sustainable. There will be a LOT of high-cost toggles between HF, CC, RI, and EF. But if you go that route, then you're depending more on rapid-recharge toggles, and less on slow-recharge control powers, and you want to build for End recovery. This would probably be the cheapest route, though you say this isn't much of an issue.

 

I don't see Recharge as a main focus of a Fire/Rad... with mobs Immobilized, and in a Bonfire, with damage being done to them, trying to get Flashfire out a bit earlier is not as beneficial as going for a Ranged Defense build. Adding in Smash/Lethal defense may be useful, but frankly I'd rather go for a Smash/Lethal resistance shield, that way you get both defense and resists against ranged S/L attacks.

 

So if you go with a Ranged Defense build, you can pick up End Recovery bonuses pretty cheaply, and end up with a solid defensive build with good End recovery. Faster Recharge is not that useful, and frankly, your main limiting factor against moving fast is likely to be Recovery and End usage, not Recharge... with good Defenses, you can easily go into a spawn with Smoke, Radiation Infection, Bonfire/Fire Cages, and not worry much about whether the mobs are actually Stunned/Held or not. You can also get Rune of Protection and the Psychic pool for Indomitable Will, so you have alternating mez protection powers so that you don't worry about being detoggled, and then you run pretty fast from spawn to spawn, never worrying about whether control powers are up or not, and with strong defenses. Between Smoke, RI, and 30% defense (easily managed), all the mobs should be floored on their chance to-hit.

 

And if you're trying to solo AVs, you'll want a high Ranged Defense build also since you'll have to tank for the Imps, and solid Recovery so you can keep doing damage and holding aggro for several minutes. So this will work for that, also.

Link to comment
Share on other sites

So here is my planned build as of right now. Any feedback always appreciated. (datalink at bottom)

 

Level 50 Technology Controller

Primary Power Set: Fire Control

Secondary Power Set: Radiation Emission

Power Pool: Speed

Power Pool: Concealment

Power Pool: Leaping

Power Pool: Leadership

Ancillary Pool: Mu Mastery

 

Hero Profile:

------------

Level 1: Char

(A) Lockdown - Chance for +2 Mag Hold

 

 

Level 1: Radiant Aura

(A) Panacea - Heal

(3) Panacea - Hea/Recharge

 

 

Level 2: Fire Cages

(A) Trap of the Hunter - Accuracy/Recharge

(9) Trap of the Hunter - Endurance/Immobilize

(9) Trap of the Hunter - Accuracy/Endurance

(11) Trap of the Hunter - Immobilize/Accuracy

(11) Trap of the Hunter - Accuracy/Immobilize/Recharge

 

 

Level 4: Radiation Infection

(A) Touch of Lady Grey - Defense Debuff/Recharge/Endurance

(13) Touch of Lady Grey - Defense Debuff/Endurance

(13) Touch of Lady Grey - Defense Debuff

(15) Dark Watcher's Despair - To Hit Debuff/Endurance

(15) Dark Watcher's Despair - To Hit Debuff

(17) Dark Watcher's Despair - Chance for Recharge Slow

 

 

Level 6: Accelerate Metabolism

(A) Efficacy Adaptor - EndMod/Recharge

(17) Efficacy Adaptor - EndMod/Accuracy/Recharge

(19) Efficacy Adaptor - EndMod

 

 

Level 8: Smoke

(A) Accuracy IO

 

 

Level 10: Hot Feet

(A) Pacing of the Turtle - Accuracy/Slow

(19) Pacing of the Turtle - Damage/Slow

(21) Pacing of the Turtle - Accuracy/Endurance

(21) Pacing of the Turtle - Range/Slow

(23) Pacing of the Turtle - Endurance/Recharge/Slow

(23) Pacing of the Turtle - Chance of -Recharge

 

 

Level 12: Enervating Field

(A) Endurance Reduction IO

(25) Endurance Reduction IO

(25) Endurance Reduction IO

 

 

Level 14: Flashfire

(A) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized

(27) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge

(27) Superior Will of the Controller - Endurance/Recharge

(29) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance

(29) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge

(31) Superior Will of the Controller - Recharge/Chance for Psionic Damage

 

 

Level 16: Hasten

(A) Recharge Reduction IO

(31) Recharge Reduction IO

 

 

Level 18: Cinders

(A) Superior Entomb - Accuracy/Hold

(31) Superior Entomb - Endurance/Recharge

(33) Superior Entomb - Accuracy/Hold/Endurance

(33) Superior Entomb - Accuracy/Hold/Endurance/Recharge

(33) Superior Entomb - Recharge/Chance for +Absorb

 

 

Level 20: Lingering Radiation

(A) Pacing of the Turtle - Accuracy/Slow

(34) Pacing of the Turtle - Damage/Slow

(34) Pacing of the Turtle - Accuracy/Endurance

(34) Pacing of the Turtle - Range/Slow

(36) Pacing of the Turtle - Endurance/Recharge/Slow

(36) Pacing of the Turtle - Chance of -Recharge

 

 

Level 22: Super Speed

(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

(36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

(37) Endurance Reduction IO

 

 

Level 24: Stealth

(A) Red Fortune - Defense/Endurance

(37) Red Fortune - Defense/Recharge

(37) Red Fortune - Endurance/Recharge

(39) Red Fortune - Defense/Endurance/Recharge

(39) Red Fortune - Defense

(39) Red Fortune - Endurance

 

 

Level 26: Bonfire

(A) Overwhelming Force - Accuracy/Damage

(40) Overwhelming Force - Endurance/Recharge

(40) Overwhelming Force - Accuracy/Damage/Endurance

(40) Overwhelming Force - Accuracy/Damage/Endurance/Recharge

(42) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

 

 

Level 28: Super Jump

(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

(42) Blessing of the Zephyr - Knockback Reduction (4 points)

 

 

Level 30: Combat Jumping

(A) Gift of the Ancients - Defense/Endurance/Recharge

(42) Gift of the Ancients - Defense/Endurance

 

 

Level 32: Mutation

(A) Endurance Reduction IO

 

 

Level 35: Choking Cloud

(A) Superior Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized

(43) Superior Overpowering Presence - Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/RechargeTime

(43) Superior Overpowering Presence - Endurance/RechargeTime

(43) Superior Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance

(45) Superior Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance/RechargeTime

(45) Superior Overpowering Presence - RechargeTime/Energy Font

 

 

Level 38: Grant Invisibility

(A) Kismet - Accuracy +6%

 

 

Level 41: EM Pulse

(A) Lockdown - Accuracy/Hold

(45) Lockdown - Accuracy/Recharge

(46) Lockdown - Recharge/Hold

(46) Lockdown - Endurance/Recharge/Hold

(46) Lockdown - Accuracy/Endurance/Recharge/Hold

(48) Lockdown - Chance for +2 Mag Hold

 

 

Level 44: Charged Armor

(A) Gladiator's Armor - TP Protection +3% Def (All)

(48) Gladiator's Armor - End/Resist

 

 

Level 47: Surge of Power

(A) Steadfast Protection - Knockback Protection

(48) Steadfast Protection - Resistance/+Def 3%

 

 

Level 49: Maneuvers

(A) Gift of the Ancients - Defense/Endurance

(50) Gift of the Ancients - Endurance/Recharge

(50) Gift of the Ancients - Defense/Endurance/Recharge

(50) Gift of the Ancients - Defense

 

 

Level 1: Brawl

(A) Empty

 

 

Level 1: Containment

Level 1: Prestige Power Dash

(A) Empty

 

 

Level 1: Prestige Power Slide

(A) Empty

 

 

Level 1: Prestige Power Quick

(A) Empty

 

 

Level 1: Prestige Power Rush

(A) Empty

 

 

Level 1: Prestige Power Surge

(A) Empty

 

 

Level 1: Sprint

(A) Celerity - +Stealth

 

 

Level 2: Rest

(A) Empty

 

 

Level 1: Health

(A) Numina's Convalesence - +Regeneration/+Recovery

(3) Miracle - +Recovery

(5) Panacea - +Hit Points/Endurance

 

 

Level 1: Hurdle

(A) Jumping IO

 

 

Level 1: Stamina

(A) Performance Shifter - Chance for +End

(5) Performance Shifter - EndMod/Recharge

(7) Performance Shifter - EndMod

(7) Performance Shifter - EndMod/Accuracy

 

 

Level 1: Swift

(A) Run Speed IO

 

 

Level 50: Cardiac Total Radial Revamp

Level 50: Ageless Total Core Invocation

Level 50: Spectral Total Core Conversion

Level 50: Control Total Core Graft

Level 50: Pyronic Total Radial Judgement

------------

 

 

http://www.cohplanner.com/mids/download.php?uc=1536&c=707&a=1414&f=HEX&dc=78DA6594CB4F135114C6EFB4531EA5A594575B5EA52DC8BB5075AD898046038AD0B86D2A0C3049E9349D6264E9C237BA9004D43FC067C0C7C2856E8C8FC418FF0245A32B573E363E13339E99EF94567B93C9EFCE77EEB9F77CA7BD337E7CC4B5B1EFC46E21D50CA792BA9E18D6D2B9AC964A2959675C999E4F6B296D6E4998A39C9E60219C5F19DDAB6695FC4BB828BE677176363A999C519339554B274617545DA789704E68943595519419AF35DD9F3EA6EAEA5135A5E6965C9632A624336A7ACE937F9951B2FABC9A098C66D4E9E888B6A0A693392D9B185F4C8C27F59C925DF2536DFDF49C94040F4388DF362162B23858D024D16EB7345B1B788A62081BB2B42A595AC51AF332E8BCC2BC0A1E22D8AD24C3617F89335CAF982FC0EA87CC0760CD237082F21C38CFE6B8C0B18B60ED32785A42AF4D0FE54DC2D2CE9056C96756AEA38EDA0DB0FE0EF32ED8788F791F3C4CA842AEAD2A84FDFCFFF12CC5DD38D3E1BE86DE345D67DE005B6E326F816DB7C13015EBE1FE7AFAB05F1BF31CEDEBE5FE7A1FCB883D01DB9F329F319F83539453C7B5D4B1D7107B0DB1D7107B8DB0D7087B8D502D0DECB5E10DFA19790D76B05737ADF1712F7D4EE47554315DE03637B39AE901CF1302EC27B009FF5D6F99EF98EFC19E0FA08FCE6BE6FE34732D3D9B6023C55A518BD45A4E932E8AC9E02421C8FF8320D71E272DCCB587FDE8576F80D9C46C06FB5B98AD60359DD5895CD1F98740FA117AEFE65E777F434DFDDFC1811FCC9FCC5FE020DFAB65B2D7C7BEFAB6C3EB600CFCE81222CAB1A85FB2CE1AF4815EAA630875D887D86BAC8CC93D885580A685ADFB6CD03037C82B466F4974A8448995283B4A949D25CA98A970AF4425DF5D79EB5B21246BD517E7D62A9BD54AF3CB720095CB2174E2B3B368A76EFC8A5F0B9A5DAC617779052CBBC45C053F15E70F20DFF877ECA2DB12C31263C59C737BE2BE82BE1E2EE8A1FA82FE17397B0238

 

 

 

 

Link to comment
Share on other sites

  • 2 weeks later

I have never played a fire/rad controller.  I don't know anything about the build.  I've seen builds, and they sometimes have imps.  But I really don't know what I'm doing with the skill set.

 

~Beorn (I am ignorant, but willing to learn)

I love ALL Archetypes, but prefer to play them Blue-Side.

Link to comment
Share on other sites

I have never played a fire/rad controller.  I don't know anything about the build.  I've seen builds, and they sometimes have imps.  But I really don't know what I'm doing with the skill set.

 

~Beorn (I am ignorant, but willing to learn)

 

Always, for every single Controller set that has pets, take the pets when they become available (Level 32, and also level 18 for Dark and Illusion), period. They are your highest damage from a single power, and they also may add control, debuff, and/or tanking effects, depending on the pet.

 

And now, direct comments on the powers:

 

Fire Cages: never slot Immobs for Controllers for Immobilize duration. They last a long time, slot them for Damage and maybe with the Controller ATO that summons an Orb so that you have lots of chances to summon a temporary pet that Stuns. Make sure you get in End Mod in there, they are expensive powers to spam, and don't worry about Recharge, their Recharge is low.

 

Rad Infection: Don't spend slots on -Def debuffing, you don't usually need it increased. Put in 4x Dark Watcher's Despair for a Recharge benefit, and maybe an Achilles Heel proc if you have slots to spare.

 

Accelerate Metabolism: 6 slot this, to max out End Mod and Recharge. If you can get it done in 5 slots, that's also good. This is a major power, and you want to get it permanent, and with a high Recovery enhancement.

 

Smoke is auto-hit, hehe. I think it only needs Accuracy for PvP. Put a -ToHit IO in here and it's good.

 

Hot Feet: This is a DAMAGE aura, not a SLOW aura. Mobs won't be moving if you're using Bonfire and Fire Cages, so slowing them down is irrelevant. And it has a high End cost, so you want that lowered. Use a mix of sets to get high Accuracy, Damage, and End Mod. Accuracy is NOT as important as the other two, since you will be using Radiation Infection to hit more. I start with 3xEradication for a small Ranged Def bonus, and then mix sets to get more Damage/End Reduction.

 

Flashfire: looks fine. Other sets also work here, as long as you slot it heavily for Acc/Stun/Recharge

 

Lingering Radiation: Same issue as Hot Feet, you don't need to enhance the -Slow of this power. It does 3 things: slows mob movement down, and you don't need to enhance that... slows mob Recharge down, and you CAN'T enhance that (Slow enhancements only work on movement speed, not on Recharge debuffing), and a strong Regen debuff. The Regen debuff is a great effect for fighting AVs, but it's also not enhanceable, so for this power you want: Accuracy (about 50%), Recharge (90%), and End Mod (whatever you can spare)... you should be able to hit solid numbers in 4 slots.

 

SuperSpeed: You don't need the End Reduction IO here. When out of combat you don't have End issues, and I never like running it in combat... when your movement is being suppressed by attacking, it does nothing... and the jolt in speed when movement suppression ends can send you going into the next spawn by mistake. Use Sprint in combat.

 

Combat Jumping, Stealth, Grant Invisibility: I would go with a single LotG: Global Recharge in each of these, and Kismet in one of them. Their Defense is not worth slotting up, and while Red Fortune has decent bonuses, you can get comparable bonuses from sets in other powers, while getting more useful enhancement values.

 

Maneuvers: add a slot for an LotG: Global Recharge

 

Take the Steadfast slot from Surge of Power and move it to the armor shield, so that you get the +3% Defense IO two levels earlier.

 

Take Fire Imps and Ring of Fire (this is a damaging attack, and you need it both to Immobilize AVs and Bosses quickly, and for damage). Slot up RoF with 6xThunderstrike. Imps can be slotted multiple ways, one cheap and effective is 6xBlood Mandate for defense, or else Frankenslot with about 4 slots for Accuracy/Damage (no need for Recharge or Endurance).

 

Char is a major defensive power, and needs more slots. At a minimum, 4 slot with Basilisk's Gaze, but 6xLockdown for more Defense can also work.

 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...