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Looking to Modernize an Older Rad/Fire Build


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Posted

Evening folks! I've been gone a few years and I'm struggling to catch up on all the changes since roughly '22 lol. That being said, I created this Rad/ Fire Tank for general funsies and teaming a few years ago. I would really like to know where I can improve on this build. I recognize there's most likely a few oversights on my end, and some slots that need to be shifted. As it stands right now, I'm Melee capped and hit 90%+ on most Res segments (overboard on some so there could be slot switching in those cases). I don't know how the new changes affect the viability of this build so I'm calling on the experts to lend me a hand. Thanks in advance! 

 

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Mad Puppy: Level 50 Mutation Tanker
Primary Power Set: Radiation Armor
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Alpha Barrier -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(5), GldArm-3defTpProc(42), UnbGrd-Rchg/ResDam(42)
Level 1: Fire Sword -- TchofDth-Dam%(A), TchofDth-Acc/Dmg(5), TchofDth-Dmg/EndRdx(9), TchofDth-Dmg/Rchg(9), TchofDth-Acc/Dmg/EndRdx(11), TchofDth-Dmg/EndRdx/Rchg(15)
Level 2: Gamma Boost -- PrfShf-End%(A)
Level 4: Combustion -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg(11), SprGntFis-Dmg/Rchg(13), SprGntFis-Acc/Dmg/Rchg(13), SprGntFis-Dmg/EndRdx/Rchg(34), SprGntFis-Acc/Dmg/EndRdx/Rchg(34)
Level 6: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-EndRdx/Rchg(19), UnbGrd-Max HP%(48)
Level 8: Fallout Shelter -- ImpArm-ResPsi(A), Ags-Psi/Status(45)
Level 10: Radiation Therapy -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg(17), SprMghoft-Dmg/Rchg(17), SprMghoft-Acc/Dmg/Rchg(19), SprMghoft-Dmg/EndRdx/Rchg(43), SprMghoft-Acc/Dmg/EndRdx/Rchg(43)
Level 12: Beta Decay -- AchHee-ResDeb%(A)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), Rct-ResDam%(43)
Level 16: Boxing -- Empty(A)
Level 18: Particle Shielding -- NmnCnv-Heal/EndRdx/Rchg(A), NmnCnv-Heal/Rchg(23)
Level 20: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit(21), GssSynFr--ToHit/Rchg(21), GssSynFr--ToHit/Rchg/EndRdx(23), GssSynFr--Rchg/EndRdx(40), GssSynFr--ToHit/EndRdx(40)
Level 22: Ground Zero -- Obl-%Dam(A), ScrDrv-Dam%(27), Erd-%Dam(27), TchofLadG-%Dam(29), FuroftheG-Acc/Dmg(29), FuroftheG-ResDeb%(31)
Level 24: Fire Sword Circle -- Obl-%Dam(A), Obl-Dmg(31), Obl-Acc/Rchg(31), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(33)
Level 26: Tough -- UnbGrd-ResDam(A), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam/EndRdx(45), UnbGrd-EndRdx/Rchg(45), UnbGrd-ResDam/EndRdx/Rchg(46)
Level 28: Incinerate -- TchofDth-Dam%(A), TchofDth-Acc/Dmg(34), TchofDth-Dmg/EndRdx(36), TchofDth-Dmg/Rchg(36), TchofDth-Acc/Dmg/EndRdx(36), TchofDth-Dmg/EndRdx/Rchg(37)
Level 30: Greater Fire Sword -- TchofDth-Dam%(A), TchofDth-Acc/Dmg(37), TchofDth-Dmg/EndRdx(37), TchofDth-Dmg/Rchg(39), TchofDth-Acc/Dmg/EndRdx(39), TchofDth-Dmg/EndRdx/Rchg(39)
Level 32: Weave -- LucoftheG-Def/Rchg+(A), GifoftheA-Run+(50), GifoftheA-Def/EndRdx(50), GifoftheA-Def/EndRdx/Rchg(50)
Level 35: Super Jump -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(48)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 41: Focused Accuracy -- EndRdx-I(A)
Level 44: Physical Perfection -- SynSck-EndMod/+RunSpeed(A), PwrTrns-+Heal(46)
Level 47: Meltdown -- ImpArm-ResPsi(A)
Level 49: Taunt -- PrfZng-Dam%(A)
Level 1: Gauntlet 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Prv-Absorb%(A), NmnCnv-Regen/Rcvry+(25), Pnc-Heal/+End(25)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46)
Level 35: Double Jump 
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Spoiler

image.png.ec052c546bdec33372cff77d4ace3ab4.png

 

Posted

Welcome back! There have been quite a few changes related to tanks in general with the most recent update, but one specific one for Radiation Armor is that Radiation Therapy works on adaptive recharge (short recharge if 1 foe is hit, long recharge if you hit 10 foes). This is a new mechanic which essentially aims to lower the viability of procing out powers, also makes some powers more useful that used to have long recharges and may recharge faster when fighting a single enemy. The target cap limit on Ground Zero was also significantly lowered, though it's still an excellent power and procs well.

 

A few general points:

  • Combustion is a great power to slot damage procs in if you can afford to since it has a high proc rate. 
  • You do not need to slot the Preventive Medicine unique into a passive power like Health that's always active. Preventive Medicine unique will work in active powers even when they're not used. It's a good idea to fully 6 slot the set if you have a good heal/absorb power (like Particle Shielding) for the set bonuses as well.
  • Power Transfer run speed unique is a wasted slot in Physical Perfection, Radiation Armor doesn't really have endurance issues nor do you really need a small amount of run speed unless you're going for concept, and then an armor set with a passive that boosts run speed would be a more optimal choice (like SR and 5x slotting gift of the ancients run speed uniques). 
  • I would suggest reconsidering how much value you want to place on the melee defense soft cap. Radiation Armor has no DDR and any mobs that lower defense, like Cimeroran Traitors for example, will still quickly and easily drop your melee defense into the negative values in very short order.
  • 6 slotting BU with Gaussian is a lot of slots for a very small return. Enhancing recharge of BU will additionally lead to lower activation rate on Gaussian's proc. I'd just 1 slot it with Gaussian proc (maybe add 1 regular recharge IO slot at most) and use the rest elsewhere.
  • I'd suggest putting the SMoT proc into a power that you'll spam more often than Radiation Therapy. With the recent adaptive recharge change, Radiation Therapy proc chances were significantly reduced. It would also still have a very long recharge if you use it when surrounded by a mob, so not a great place to put the SMoT proc which can stack with itself.
  • Try to keep your recharge debuff resist high on any resist based armor sets, particularly when they also rely on clickable powers like Particle Shielding as part of their sustainability. Recharge debuffs are very common and you'll encounter a lot of them. Being a resist based armor set, you're also often getting hit with many debuffs as well.
  • Radiation has a few resist holes, most notably cold. But I wouldn't really recommend chasing for f/c resist bonuses since cold damage isn't very common and you borderline almost never get hit by cold damage outside of Winter event or specific AVs.

I've adjusted the build a bit, though it does drop you to 33.6% melee defense (still within 1 small purple inspiration of hitting soft cap). This build relies a bit heavily on Focused Accuracy for the tohit buff to get the accuracy of your attacks to 95%+ against +3 enemies (ideally I'd suggest checking the accuracy of your attacks without any BU/BU procs or other temporary sources of tohit buffs active when looking). This hits 95% just barely with FA active, but it does mean that it won't exemplar as well below lvl 36 when you won't have FA available (if you're still fighting +3 mobs at lower exemplar level). I've kept most of the slotting (like Touch of Death and Unbreakable Guard sets) similar to still maintain a high-ish melee defense, but I think you'd get better value by allowing it to be a bit lower and getting more offense via recharge bonuses/procs/etc. I'd suggest musculature alpha to further boost damage output, fire is among one of the best melee sets for damage output on tanks. There are 4 extra slots left over that you can place towards whatever you want for set bonuses/uniques, etc.

Tanker (Radiation Armor - Fiery Melee)2.mbd

  • Like 1
Posted

Thank you so much for the insight! I definitely didn't know about that change to Preventative Medicine's unique not needing to be in a passive power to work. Is this a change for all enhancements (like Perf Shifter for example)? Or only for unique IO's such as Steadfast's +3% Def (All). 

 

I think where my headspace was at the time, I was chasing set bonuses and not really factoring in logic in some areas. Your thoughts on recharge debuffs (and debuffs in general) are spot on. 

 

Quote

I've adjusted the build a bit, though it does drop you to 33.6% melee defense (still within 1 small purple inspiration of hitting soft cap). This build relies a bit heavily on Focused Accuracy for the tohit buff to get the accuracy of your attacks to 95%+ against +3 enemies (ideally I'd suggest checking the accuracy of your attacks without any BU/BU procs or other temporary sources of tohit buffs active when looking). This hits 95% just barely with FA active, but it does mean that it won't exemplar as well below lvl 36 when you won't have FA available (if you're still fighting +3 mobs at lower exemplar level).

 

I'm going to think on this, because I rather like the idea of being soft capped in Melee. I'm not married to the Energy Epic so I will play around and see if another Epic works better for this toon. Thanks again!

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