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UUG
Posts: 1
Joined: 10/01/2005
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Does anyone have a fire/rad build that I could reference?
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| 06/14/07 07:44 |
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Aurrius
Posts: 31
Joined: 06/11/2006
Credibility: 0 pts
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Never had either set, and I don't know if this build'll be any good, but good luck:
Hero Plan by Mids' Hero Designer 1,153
http://www.onthejazz.co.uk/hu/mhd.php
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- Hold(A), Acc(3), Acc(5), RechRdx(7)
Level 1: Radiant Aura -- Heal(A), Heal(11), Heal(11), EndRdx(15), RechRdx(31)
Level 2: Fire Cages -- Acc(A), Acc(3), EndRdx(5), RechRdx(7)
Level 4: Accelerate Metabolism -- RechRdx(A), RechRdx(17), RechRdx(17)
Level 6: Radiation Infection -- DefDeb(A), DefDeb(19), DefDeb(19), EndRdx(40), EndRdx(40), EndRdx(46)
Level 8: Hot Feet -- EndRdx(A), EndRdx(9), EndRdx(9), Acc(29), Dmg(31), Dmg(31)
Level 10: Combat Jumping -- DefBuff(A)
Level 12: Flashfire -- EndRdx(A), Acc(13), Acc(13), RechRdx(15), RechRdx(27), RechRdx(29)
Level 14: Super Jump -- Jump(A), Jump(46)
Level 16: Swift -- Run(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Cinders -- EndRdx(A), Acc(23), Acc(23), RechRdx(25), RechRdx(25), RechRdx(27)
Level 24: Lingering Radiation -- Slow(A), Acc(39), Acc(39), EndRdx(40), RechRdx(43), RechRdx(46)
Level 26: Enervating Field -- EndRdx(A), EndRdx(34), EndRdx(37)
Level 28: Hasten -- RechRdx(A)
Level 30: Mutation -- RechRdx(A)
Level 32: Fire Imps -- Dmg(A), Dmg(33), Dmg(33), Acc(33), Acc(34), RechRdx(34)
Level 35: Fallout -- Dmg(A), Dmg(36), Dmg(36), Acc(36), Acc(37), RechRdx(37)
Level 38: Smoke -- Acc(A), RechRdx(39)
Level 41: Fire Ball -- Dmg(A), Dmg(42), Dmg(42), Acc(42), EndRdx(43), EndRdx(43)
Level 44: Fire Shield -- EndRdx(A), ResDam(45), ResDam(45), ResDam(45)
Level 47: Consume -- EndMod(A), Acc(48), Acc(48), RechRdx(48), RechRdx(50), RechRdx(50)
Level 49: Acrobatics -- EndRdx(A), EndRdx(50)
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 1: Containment
Level 2: Rest -- RechRdx(A)
Copy & Paste this data chunk into Mids' Hero Designer to view the build.
--------------------------------------------------------------------------
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@Aurrius | Paragon Knights | Ultimate Darkness | Union
| QUOTE | His name was Hearthbourne
Plays City of Heroes till the break of dawn
He likes his Scrappers
But will not settle for those Blappers
But when he gets out Thundercharge
Those PvP'ers die in the large |
- @Artic-fire
My guides:
Broadsword/Regeneration Scrapper
Claws/Regeneration Scrapper
Energy Melee/Electric Armour Brute
Dual Blades/Willpower Scrapper
|
| 06/14/07 08:28 |
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Thundarpants
Posts: 2
Joined: 12/18/2004
Credibility: 0 pts
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I can't speak to the Radiation half, but here is the Fire half of my Fire/Kinetics guide. You can dissreguard any references to Kinetics that might pop up from time to time with it.
Enhancement Abbreviation key:
ACC = Accuracy
DAM = Damage
RNG = Range
REC = Reduce Endurance Cost
RCHRG = Recharge Rate
INT = Interrupt Time
HOLD = Hold Duration
IMOB = Immobilization Duration
ACC BUFF = Accuracy Buff
DEF BUFF = Defense Buff
ACC DBUFF = To hit Debuff
DIS = Disorient Duration
KB = Knock Back
SLOW = Slow
FLY = Flight Speed
RUN = Run Speed
JUMP = Jump Height
HEAL = Heath Recovery Rate
INTG = Intangibility
DAM RES = Damage Resistance
END EFFCT = Endurance effect
Note: when I5 or I6 was released, they consolidated endurance drain, and endurance recovery enhancements into one enhancement type.
STAM = Stamina Recovery Rate
END DR = Endurance Drain
Fire Control:
Ring of Fire (Primary)
Available at Level 1
This is a single target immobilize. Unless you have an RPG build that makes this power important, blow it off. You will really be interested in “Crowd Control” more than single target snags. You are going to have so many powers in the primary and secondary to choose from, you will have to make hard choices on, this is an easy drop.
Range: 80ft
Recharge: 4 sec
Activation time: 1.2
Available enhancements: ACC, DAM, RCHRG, REC, RNG, IMOB
I recommend slotting: Use ACC and IMOB. Because I don’t use it, I do not have actual minimum requirements. It recharges relatively quickly, does little damage, and already has a decent range. Personally I feel that single target immobilize should be left to the Blasters.
Note: This power comes with a built in +20% to Accuracy
Char (Primary)
Available at Level 1
A must have IMO. A great single target hold. Considering you have to choose between this and Ring of Fire for your first power, choose this.
Range: 80ft
Recharge: 8 sec
Activation time: 1.1 sec
Available enhancements: ACC, DAM, RCHRG, REC, RNG, HOLD
I recommend slotting: 2 ACC, 2 HOLD, 1 RCHRG
Even if you get into Leadership, and have Tactics running, you really want this one to stick. 2 shots will hold down most bosses.
Note: This power comes with a built in +20% to Accuracy.
Fire Cages (Primary)
Available at Level 2
A must have IMO. Your first good crowd control power. You will use this one a lot. It’s a bit of an endurance hog though until you get Stamina. You will lock down many enemies in a ring of fire. As it is an immobilize, guess what!? They are all going to come looking for you after you do this. Early on before you get Flashfire, Cinders, or Phase Shift, this is going to be the power that gets you killed. Like the AoE effect of Fire Blasters, you will draw the aggro of the entire group. Running with AoE damage dealers like Blasters is a good thing. They can help split the aggro up in the early levels. Even if immobilized, they can still direct ranged attacks at you. And at the higher levels, bosses won’t get snagged most times. Locking things down, and backing around corners might be your best defense early on. Having Blasters that can reduce the number of enemies that can retaliate is another. Blasters will love you!
Here’s the good part: Early in the game, the melee attacks are most often the most devastating. You can keep things at bay for your Blaster buddies. And on the subject of Blasters, of which I am very familiar. Most people will cry to an Energy Blaster or AR Blaster to stop with the knock back. Guess what…..they can’t, it’s inherent. They are going to keep knocking things back every time they attack most often. What Fire Cages does for you is to hold things still. I run with a buddy that has Energy Torrent. After I have things locked down with Fire Cages, very few enemies can get knocked back, and you can keep things in a nice tight group to keep AoE effects and damage effective. The enemies that get missed by this power, can be easily knocked back by the same Energy Torrent or Buckshot attacks. For the Scrappers in the group, they can focus on the enemies caught in a ring, so they don’t have to worry about chasing things around.
This power is one of your “bread and butter” powers in this set. It deserves as many slots as you can spare as you build. ACC and IMOB. The damage is negligible, so don’t bother. It’s not what this power is designed for.
Range: 80ft
Recharge: 8 sec
Activation time: 1.0 sec
Effect Radius: Foe + 30ft sphere
Available enhancements: ACC, DAM, RCHRG, REC, RNG, IMOB
I recommend slotting: 2 ACC, 2 IMOB (More if you can spare the slots)
Note: This power comes with a built in -10% to Accuracy.
Smoke (Primary)
Available at Level 6
I ran with this one for a while before I got into Stealth as a cheap replacement for it. It’s really not worth it. It does offer a group Accuracy Debuff, but it’s minimal. At the higher levels it starts drawing aggro. Early on, executing this power will not. As choices for this build will be tight. I recommend skipping it. You are better off getting into the Concealment Pool which I will cover later. Now if you do go for this because of RPG reasons, the beauty of this power is it’s already a 100% hit. When I used it, I could highlight all of the enemies in a large area with a smoky head.
Range: 80ft
Recharge: 15sec
Activation time: 1.2 sec
Effect Radius: Foe + 35ft sphere
Available enhancements: RCHRG, REC, ACC DBUFF
I recommend slotting: It doesn’t “stack” with itself, so I would putt an ACC DBUFF in every slot you place on this power.
Hot Feet (Primary)
Available at Level 8
I tried this one out too. At first it was part of the RPG build, and at some point I used it in conjunction with Flashfire and Cinders to increase my damage output on HELD foes. Note I put held in capital letters. Although they try to run, they still like to turn around and take shots at you because you are doing damage, making the fear effect negligible. All it manages to do is keep things in melee range too long. Were this power a drop, not a PBAoE, it might have been a little better. I did pick it back up in the end because I just like the look, but this character has been in my line up since week 2 of release.
Were I to have started one now, consider this:
Now, specifically regarding Issue 6 and Enhancement Diversity(ED), I have seen this power used much more frequently in the Fire Troller build to increase damage output in the lower levels, allowing more solo play. Get em Stunned, get em snared, and step in with Hot Feet to keep the DPS ticks a rollin. If you have them in the Fire Cages, you’ll get the double tick, even though it’s not awesome damage, it never stops.
Range: PBAoE 20ft sphere
Recharge: 20 sec
Activation time: 1.5 sec
Effect Radius: PBAoE 20ft sphere
Available enhancements: DAM, RCHRG, REC, SLOW
I recommend slotting: If you use it, it’s a HUGE endurance hog. The slow effect is already pretty effective without slotting. I has a tendency to just be a huge agro magnet though.
Flashfire (Primary)
Available at Level 12
A Must have IMO. This is a great power. You smack a group with a quick Target based AoE. They wander around stunned, and are easy targets for your team mates. I have found that the best combination for this power is with Fire Cages. Hit them with the Flashfire, then immediately follow it up with Fire Cages before they can spread out much. Keeping the group tighter for the AoE damage dealers in your group. They will have a tendency to wander all over the place, so keep that in mind. Stack it heavy with ACC and DIS.
Range: 70ft
Recharge: 45 sec(This may no longer be accurate, it seems less to me)
Activation time: 2.4 sec
Available enhancements: ACC, DAM, RCHRG, REC, RNG, DIS
I recommend slotting: 2 ACC, 2 DIS (More if you can spare the slots)
Note: This power comes with a built in -20% to Accuracy.
Cinders (Primary)
Available at Level 18
A must have IMO. This is a great PBAoE hold. Similar to Flash in the Illusion Controller line. The most effective way to get away with this one is to have Stealth running, and sneak in. I’ve seen a lot of Fire Controllers die trying to start off with this power. You can do it later on with Stealth, and the Imps up at the same time, but early after getting it, just start preparing it for higher level use. It has an extremely long recharge time. It’s not a power that’s going to be ready to use all of the time. I personally like to keep this power as my “Oh Shit!” hold. When the group starts getting overrun, or you accidentally pull a second or third mob, you can fire this off, run and regroup from a safe location. Now that Asphalt is at a higher level, I feel a little more indestructible. I fire it off more often as a primary hold. Having Hasten 3 slotted helps a bit with the recharge time, but it’s still slow to come back. I slot this heavily with ACC, and HOLD.
Range: PBAoE 30ft sphere
Recharge: 120 sec
Activation time: 1.1
Available enhancements: ACC, RCHRG, REC, HOLD
I recommend slotting: 2 ACC, 2 HOLD (More if you can spare the slots, it recharges pretty slow, so RCHRG is good to think about)
Bonfire (Primary)
Available at Level 26
Here’s a situational and debatable power. I myself love it, and have made sacrifices to keep it. When it comes in handy, it’s a lifesaver, most of the time it will be gathering dust in your tray. It’s a ranged drop power that actually has a pretty decent range right out of the gate. The real problem comes into when and where to use it.
Range: 70ft
Recharge: 60 sec
Activation time: 3.1 sec
Available enhancements: RCHRG, REC, RNG, DAM, KB
I recommend slotting: 1 RCHRG you could go with KB as well. It already does a good job knocking things back, and with 2 RCHRG enhancements, and 3 slotted Hasten you can over lap these a little and keep an area controlled or blocked.
Benefits:
For reactor missions, you can keep all of the enemies away from the reactor. It is great for is dead end hallways, and small rooms. You can keep a mob cornered, and for the most part unable to attack in a corner, or small room. In the sewers, you can use it to block doorways, and tight tunnels. I like to drop it between the healers and Blasters, and the Scrappers and Tankers. If the Blaster starts pulling enemies off of the main group, or some peel off to attack the healer, they get bounced away. It’s a great safety net to have Blasters attack from. I’ve even dropped it on the back side of a large group to bounce them into the Ice Patch dropped by an Ice Controller. This is also another great “Oh Shit!” power. If the order to retreat has been given because you have been overrun, you can drop this as a barrier, and run like Hell! The last benefit I can think of is that it’s a power that requires absolutely no slotting at all. Put whatever you want in that one slot it comes with. As it is an ongoing effect, you will see some enemies get well into it, but eventually still get the bounce. Sometimes, they bounce towards you. If they have gotten that far, in a well organized team the few that get through are mostly by themselves. Kill them quick and move on.
Drawbacks:
This power is horrible in the open spaces. The first thing that it does is to knock everything out of it, and then they are all mad at the caster. You have to be very careful not to drop it where it’s unwanted. You can really screw up a herding Tank’s game plan by using this, and if you drop it in the middle of the Ice Patch set down by another Controller, you just knocked everything out of it, and they can attack again. Scrappers will call you all kinds of dirty names, and it pretty much screws up AoE damage dealer’s attacks as well if you cannot use it to corner the mob. It will also draw aggro to you for every enemy that it hits. It takes a skillful Controller to know when to pull this little rabbit out of the hat. Because it’s situational, I see it as a power that could be overlooked to deepen Pool Power coverage, or add more Kinetics powers in your power trays.
Fire Imps (Primary)
Available at Level 32
A must have IMO. This is why you got this power set in the first place. It’s not a question of yes or no, it’s a question of slotting, and courtesy. Controlling your Imps is the hardest part of having them. Let’s face it folks……they’re stupid! When we talk about Pools, I’m going to recommend Hasten, and 3 slotting it. I’ll put some advise on Imp Maintenance at the end of the guide. Your choice of Kinetics was perfect for them as they are all little scrappers. Enhancements on this power transfer to the Imps. If you get into Leadership, you don’t have to worry about any slots going to ACC.
Range: 60
Recharge: 240 sec
Activation time: 2.0
Available enhancements: RCHRG, REC, RNG, DAM, ACC
I recommend slotting: 1 ACC, 3 DAM, 2 RCHRG (ED and I6 compliant slotting)
Courtesy:
Well, I’ll say it again. Imps are STUPID! They do not understand the concept of hiding under a ledge to stay out of sight from enemies above. They just want to eat and worship at your feet. If they see food, they will go get it. And they also do not understand position in battle. While a skilled Scrapper can stay far enough from a second group to keep from being noticed, Imps won’t. They will run all over the place while attacking, and move from target to target, regardless if the first target is down yet. Even if they do not directly attack a second mob, if they are noticed, they’ll draw it.
Once you have your Imps out, you are no longer the scout. Stay back and let others with stealth survey the next mob. Stay back, and coordinate with your team mates.
Let ranged characters pull. There’s nothing more gratifying that watching your children ambush a pulled mob! There is no second mob pulled that way. Now I know that my Char will not hold a Boss first hit, so I do pull with that from time to time.
Watch out for small rooms. I’ve been trapped in a small room by my Imps. Everyone pointed and laughed.
Let others go first. Imps like to crowd doorways, and block them for others. Step back and let everyone through, or move quickly away from the door if you go through first. That is if safety in the area allows it.
What not to tolerate:
Whiny Scrappers and Tankers that keep telling you the Imps are getting in the way. If they cannot figure out how to flow with the Imps, they should go play The Sims. I know plenty of good Scrappers and Tankers I work in tandem with. I could go on for another page on how to manage “Flowing with the Imps” but this guide is not for teaching Scrappers and Tankers how to play.
World of Warcraft
Don't hate Raza because she's beautiful......
Because she's not......
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| 06/14/07 12:29 |
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Electro
Posts: 7
Joined: 04/07/2005
Credibility: 0 pts
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Since Thundarpants took care of the Fire primary, I'll throw my 2-cents' worth in about the Rad secondary. I have Rad on my Illusion 'troller.
1) Radiant Aura - your PBAoE heal. No choice, you have to take this. Not as strong as an Emp or Kin heal, but good nonetheless.
2) Radiation Infection - Take it. Drastically lowers the defense and to-hit of the target and all his surrounding buddies. Very handy, especially if you intend to solo - you don't want those bad guys beating on you while you slowly burn (er...arrest) them. I 6-slotted mine with 3 Def-Debuff and 3 TH Debuff.
3) Accelerate Metabolism - You definitely want this. Boosts your endurance recovery, buffs damage, boosts recharge, and ups your resistence to mez effects. Slot it with 3 recharges, maybe 3 end mod's if you have the slots to spare.
4) Enervating Field - Lowers the damage output and damage resistence of the bad guy and all surrounding buddies. Very useful, but an end-hog! Slot with at least 1 end reducer.
5) Mutation - This is your ally rez power. The rez also buffs your friend's damage, accuracy, end recovery, health recovery, and attack speed for a short while. Useful, but not necessary. But then, I solo a lot. :)
6) Lingering Radiation - This power slows the attack speed, movement speed, and recovery of the bad guy and his surrounding buddies. You definitely want this power, but it's not necessary until later in your build. If you want, you can wait until you start coming up against AV's on a regular basis as that is where this power really comes in handy. Slot with 2 recharges.
7) Choking Cloud - Didn't take it.
8) Fallout - When an ally falls in battle, you can make him explode and do mucho damage. Again, I solo a lot so I didn't take it (can't be used on pets).
9) EM Pulse - I took this and have mixed feelings about it. Its a great hold that lasts a long time. It also attacks the bad guys' endurance. It's supposed to do damage to machine-type baddies, but I haven't really noticed that. The downside is that, like most nuke-type powers, you are unable to recover endurance for a short time after letting it off. If you take it, slot it with 2xaccuracy, 2xrecharge, 2xhold duration. Carry blues.
***THIS POST HAS BEEN EDITED***
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| 06/14/07 14:44 |
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Sturmwolf
Posts: 0
Joined: 02/09/2007
Credibility: 0 pts
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I have just created a Fire/Rad myself.
But I want to make him a kind of PBAoE Threat, with Hot Feet and Choking Cloud and AMd Imps.
With 4 poolsets Fitness, Speed, Leadership and Leaping.
Sadly this will start working out lvl 32+.
Untill that I will rely on heavy teaming as a healer and buffer.
I will tell you in some level if it worked out or not.
;o)
I'm listening to real music.
Real Rock, real Gothic, real Rap, real Soul, real Funk...etc
(If you feel insulted by any of my posts.
Remember first, that I'm not writing in my native language.
You might missjudge me.)
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| 07/12/07 15:52 |
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pyro master
Posts: 0
Joined: 07/21/2007
Credibility: 0 pts
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well i dont know how to ue the hero builder that aurrius has, but i will put my build on here with my lvl 50 fire/rad's powers and enhancements.
lvl 1-char-good power, nice hold. slot it with one acc in its base slot and it will be good to go.
1-radiant aura-some ppl think its a bad heal, but it saved me on several occasions. i slot 3 heal, 3 rech
2-fire cages-good power for your crowd control, and works great with flashfire later in the game. slot with 3 acc and it rarely misses a target.
4-accelerate metabolism-good power and probly my favorite buff in the game. u get 25% dmg buff, same +recovery as stamina, good rech boost on all powers, and minor mezz protection. i slot 3 rech, 3 end mod
6-radiation infection-great debuff and will help you in every situation. is lot 3 def debuff, 3 to hit debuff
8-hot feet-good power and will slow and mob trying to get in mellee range of u. the damage is noticable when soloing as well. i slot 3 dmg, 3 end redx. no acc needed as it always hits, idk why they allow acc enhancements on this power
10-pick the pool power needed for your travel power at 14. i went with air superiority, but the choice is yours.
12-flashfire-one of my personal favorites and a must have. you can stun a group of enemies every half minute or so with this, and when doubled with fire cages, it works as a group hold. i slot 3 rech, 3 acc
14-trvel power time. pick the one you grabbed at lvl 10
16-swift/hurdle-get it, its needed for stamina.
18-health-although some people just get it for stamina, this power is actually pretty noticable. i slot with 3 heal
20-stamina-the endurance issues u had are now cut in half. slot 3 end mods and your set
22-cinders-a group hold power. most people wont like it until they slot it, but when you do, it works wonders. you want this up asap and hitting as much as it can so slotting is 3 acc, 3 rech
24-enervating field-another good debuff. your enemies will take around 20% more dmg and deal 20% less. you cant slot the effectiveness, so just throw on 1-3 end redx, based on how many slots u have available.
26-mutation-not only do u rez a friend, u buff them too. with all the effects of AM, only boosted more, this rez is also a HUGE buff and a must have for those tough situations.
just throw a rech in the base slot for this one
28-hasten-get it, slot it, love it. a huge recharge bonus to all your powers. i slot 3 rech
30-lingering radiation-good power, but really shines when u fight AVs. it slows attack rate, regeneration, and movement speed. i slot with 2 acc, 2 rech
32-fire imps-the reason you picked fire coontrol. these little flaming monkeys will destroy anything in your way. i slot 3 dmg, 2 acc, 1 rech
35-the choice is yours, as i keep changing it every respec. you can get choking cloud, bonfire, assult, whatever u want really. i currently have choking cloud because i like the extra holds. the others slot how u want, but choking cloud i have with 3 end redx, 3 hold durations
38-em pulse-the best hold in the game. 60ft radius group hold, -end, and - regen. and it does about 50 points of dmg to robots. now, if u pvp a lot, this power will destroy anyone with a tech origin, because it counts as them being robotic and does more dmg. i slot 2 acc, 2 rech, and 2 end mod
up until now the build has been pretty strait foward. but now u have a choice between epics. i say primal forces and fire mastery have the best flow with this build. if u want more full out control, go with primal forces. if u want a lot more dmg, go with fire. primal forces is also less slot dependant. i will walk through with both.
FIRE MASTERY
41-fire ball- good power and deals great dmg as far as controllers go. with the group held first, it does extra dmg, and with the debuffs, ive gotten over 100 dmg on every mob, which is great for us. i slot 3 dmg, 1 rech, 1 acc, i end mod
44-fire blast-good power for picking off runners and slightly better dmg than fire ball. i slot 3 dmg, 1 acc, 2 rech
47-consume-a great power and saves your endurance. it does minor dmg in a radius around you, and each foe hit adds about 20-30 endurance to you. i slot 3 rech, 3 acc. but if u want to get full effect on fire shield, only slot 2 rech, 2 acc.
49-fire shield-gives good resistance to fire, smashing, and lethal dmg. slot with 2-3 resistance and maybe 1 end redx
PRIMAL FORCES MASTERY
41-conserve power-basicaly unlimited endurance for 90 seconds. slot with 3 rech and u get it up about a third of the time.
44-power blast-exacly like fire blast from the fire epic, but deals energy dmg instead. slot 3 dmg, 1 acc, 2 rech.
47-power boost-the main reason i like primal forces is this power. it almost triples the effects of your control powers. last about 15 seconds and comes back every minute or so. up almost 50% of the time with both hasten and AM on.
49-temp invulnerability-exact same as the tanker version of the power. good resistance to smashing and lethal. i slot 3 res, 3 end redx
well theres my guide on fire/rad. hope it helped out a little bit. to u and anyone else who was thinking about the build
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| 07/31/07 10:50 |
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X'aos
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| QUOTE |
lvl 1-char-good power, nice hold. slot it with one acc in its base slot and it will be good to go.
1-radiant aura-some ppl think its a bad heal, but it saved me on several occasions. i slot 3 heal, 3 rech
2-fire cages-good power for your crowd control, and works great with flashfire later in the game. slot with 3 acc and it rarely misses a target.
4-accelerate metabolism-good power and probly my favorite buff in the game. u get 25% dmg buff, same +recovery as stamina, good rech boost on all powers, and minor mezz protection. i slot 3 rech, 3 end mod
6-radiation infection-great debuff and will help you in every situation. is lot 3 def debuff, 3 to hit debuff
8-hot feet-good power and will slow and mob trying to get in mellee range of u. the damage is noticable when soloing as well. i slot 3 dmg, 3 end redx. no acc needed as it always hits, idk why they allow acc enhancements on this power
10-pick the pool power needed for your travel power at 14. i went with air superiority, but the choice is yours.
12-flashfire-one of my personal favorites and a must have. you can stun a group of enemies every half minute or so with this, and when doubled with fire cages, it works as a group hold. i slot 3 rech, 3 acc
14-trvel power time. pick the one you grabbed at lvl 10
16-swift/hurdle-get it, its needed for stamina.
18-health-although some people just get it for stamina, this power is actually pretty noticable. i slot with 3 heal
20-stamina-the endurance issues u had are now cut in half. slot 3 end mods and your set
22-cinders-a group hold power. most people wont like it until they slot it, but when you do, it works wonders. you want this up asap and hitting as much as it can so slotting is 3 acc, 3 rech
24-enervating field-another good debuff. your enemies will take around 20% more dmg and deal 20% less. you cant slot the effectiveness, so just throw on 1-3 end redx, based on how many slots u have available.
26-mutation-not only do u rez a friend, u buff them too. with all the effects of AM, only boosted more, this rez is also a HUGE buff and a must have for those tough situations.
just throw a rech in the base slot for this one
28-hasten-get it, slot it, love it. a huge recharge bonus to all your powers. i slot 3 rech
30-lingering radiation-good power, but really shines when u fight AVs. it slows attack rate, regeneration, and movement speed. i slot with 2 acc, 2 rech
32-fire imps-the reason you picked fire coontrol. these little flaming monkeys will destroy anything in your way. i slot 3 dmg, 2 acc, 1 rech
35-the choice is yours, as i keep changing it every respec. you can get choking cloud, bonfire, assult, whatever u want really. i currently have choking cloud because i like the extra holds. the others slot how u want, but choking cloud i have with 3 end redx, 3 hold durations
38-em pulse-the best hold in the game. 60ft radius group hold, -end, and - regen. and it does about 50 points of dmg to robots. now, if u pvp a lot, this power will destroy anyone with a tech origin, because it counts as them being robotic and does more dmg. i slot 2 acc, 2 rech, and 2 end mod
up until now the build has been pretty strait foward. but now u have a choice between epics. i say primal forces and fire mastery have the best flow with this build. if u want more full out control, go with primal forces. if u want a lot more dmg, go with fire. primal forces is also less slot dependant. i will walk through with both.
FIRE MASTERY
41-fire ball- good power and deals great dmg as far as controllers go. with the group held first, it does extra dmg, and with the debuffs, ive gotten over 100 dmg on every mob, which is great for us. i slot 3 dmg, 1 rech, 1 acc, i end mod
44-fire blast-good power for picking off runners and slightly better dmg than fire ball. i slot 3 dmg, 1 acc, 2 rech
47-consume-a great power and saves your endurance. it does minor dmg in a radius around you, and each foe hit adds about 20-30 endurance to you. i slot 3 rech, 3 acc. but if u want to get full effect on fire shield, only slot 2 rech, 2 acc.
49-fire shield-gives good resistance to fire, smashing, and lethal dmg. slot with 2-3 resistance and maybe 1 end redx
PRIMAL FORCES MASTERY
41-conserve power-basicaly unlimited endurance for 90 seconds. slot with 3 rech and u get it up about a third of the time.
44-power blast-exacly like fire blast from the fire epic, but deals energy dmg instead. slot 3 dmg, 1 acc, 2 rech.
47-power boost-the main reason i like primal forces is this power. it almost triples the effects of your control powers. last about 15 seconds and comes back every minute or so. up almost 50% of the time with both hasten and AM on.
49-temp invulnerability-exact same as the tanker version of the power. good resistance to smashing and lethal. i slot 3 res, 3 end redx
well theres my guide on fire/rad. hope it helped out a little bit. to u and anyone else who was thinking about the build |
Nice i ran a fire/rad to 50 and that pretty much says it all! And i didnt even have to type anything, Kudos!
Triumph
Mutation-Stone 50 (Stone/Kinetics/Ice)
Proffessor.Benaz 50 (Fire/Rad/Fire)
Granite Guardian 38 (Stone/Fire)
Energy-Burn 33 (Fire/Energy blaster)
Dark Matter 30 (Tri Warshade)
Freedom
Ember Temptress 50 (Fire/Kin Corruptor)
X'aos 50 (Dark/Dark Defender)
Ice Bot-KLR 38 (Ice/SS Tanker)
Metamorphix 33 (Spine/WP scrapper)
Kizu Mecki 20 (Spine/SR Scrapper)
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| 07/31/07 11:55 |
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Sturmwolf
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i would suggest a slightly different build.
atm i'm lvl 39 with it and it work out exactly like i intended it.
lvl
1) char -don't bother with immobs, this power is important to put a hold on the strategically important foes, like the one that would hold you in return
1)radiant aura -this is one of the most important power, in your early levels your nothing but a healer and buffer, and later you need it to keep your pets alive
2)radiant infection -don't bother slotting it untill you reach your 30's, it's to end-heavy, just use it on foes that you can't handle otherwise
4)accelerate metabolism -6 slot it asap!in your early level it's your main teambuff and later you need it for your pets
6)hasten -main reason for it is to speed up am, later it will also speed up your mainweapons with slow rechargetimes
8)hot feet -if you want to be a point blank threat, slot this up, no matter if your teammates like it or not, this is a defining power(!)
10)swift -to open the fitnesspool
12)combat jumping - superjump should be you choice of travelpower to get acrobatics later
14)superjump - travelpower, nuff said
16)health -you fight in the frontrow to lead your imps into battle, you will be hit, anything that helps you to stay alive comes in handy
18)cinder -awesome power, slot it, love it...you will be in the center of the battle anyway, so why bother with range(?)
20) lingering radiation -don't delay it(!)not only important against av (since faultline you encounter them earlier anyway), but also for slowing down enemies
22)stamina -you need it, cause this is a toggleheavy build
24)mutation -no need to slot it, but it comes in handy, cause you have to team a lot untill you get your pets
26)maneuver -could be assault if you like it more, but i'm a defenseaddict
28)choking cloud -works perfectly well with hot feet, cause your containment will kick in
30)tactic -mor buffs for your mates and of course your pets and the +perception is important for pvp
32)fire imps -any questions?^^
35)enervating field -same tactic as radiatin infection
38)acrobatics -being in the frontline makes you vulnerable to all kinds of knockbacks and holds, so this is a good choice
just don't care much about dept with this build, you will be killed during your career...often.
but as long as your team don't get wiped out, don't care.
tanks will start bitching add you to hang back, but this build is no back seat build, this is a charge in tanktroller build.
right now i only get defeated when i start getting careless.^^
next i will get into the epic pool, of course it will be fire.
just one question:
which animation is fire blast?
the (stupid) one with the arms raised up?
I'm listening to real music.
Real Rock, real Gothic, real Rap, real Soul, real Funk...etc
(If you feel insulted by any of my posts.
Remember first, that I'm not writing in my native language.
You might missjudge me.)
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| 10/07/07 13:54 |
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pyro master
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| QUOTE | just one question: which animation is fire blast? the (stupid) one with the arms raised up?
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no, fire blast is the one that looks like a fast foward version of a baseball pitch. and i noticed you didnt grab em pulse. big mistake. this thing holds enemies twice as long as cinders. and i also noticed you dont have flashfire either. why not?
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| 10/10/07 15:58 |
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Sturmwolf
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| QUOTE |
no, fire blast is the one that looks like a fast foward version of a baseball pitch. and i noticed you didnt grab em pulse. big mistake. this thing holds enemies twice as long as cinders. and i also noticed you dont have flashfire either. why not? |
baseball pitch?
like flares?
i don't like em pulse, in fact i don't like all novas,
being drained of all endurance and unable to recover yada yada.
....seems like a big disadvantage to me.
never missed it.
and i wouldn't know which power to skip to squeze it in.
and same is true for flashfire...and i'm charging in anyway, don't need the range.
*shrug*
***THIS POST HAS BEEN EDITED***
I'm listening to real music.
Real Rock, real Gothic, real Rap, real Soul, real Funk...etc
(If you feel insulted by any of my posts.
Remember first, that I'm not writing in my native language.
You might missjudge me.)
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| 10/10/07 17:43 |
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pyro master
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| QUOTE | | QUOTE |
no, fire blast is the one that looks like a fast foward version of a baseball pitch. and i noticed you didnt grab em pulse. big mistake. this thing holds enemies twice as long as cinders. and i also noticed you dont have flashfire either. why not? |
baseball pitch?
like flares?
i don't like em pulse, in fact i don't like all novas,
being drained of all endurance and unable to recover yada yada.
....seems like a big disadvantage to me.
never missed it.
and i wouldn't know which power to skip to squeze it in.
and same is true for flashfire...and i'm charging in anyway, don't need the range.
*shrug* |
em pulse doesnt drain all your endurance. it costs about 20 endurance and then your recovery is slowed for a while. but as long as i have am on, the recovery decrease isnt noticable. and like you said, your already charging in
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| 10/12/07 07:43 |
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Sturmwolf
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Really?
I read about it, that it works like a regular Nova.
With the full drawback.
If I'm wrong, I might give it a try.
But I still won't know which I should skip for it.
=/
Does EM have a higher Mag than Cinder or is it more accurate?
I'm listening to real music.
Real Rock, real Gothic, real Rap, real Soul, real Funk...etc
(If you feel insulted by any of my posts.
Remember first, that I'm not writing in my native language.
You might missjudge me.)
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| 10/12/07 08:40 |
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pyro master
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it has the same mag, a slightly higher accuracy, and holds them for about 12 seconds longer than cinders.
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| 10/12/07 09:12 |
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Sturmwolf
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Ok...so I won't need it.
I don't need longer holds.
Only more effective -higher Mag.
I'm listening to real music.
Real Rock, real Gothic, real Rap, real Soul, real Funk...etc
(If you feel insulted by any of my posts.
Remember first, that I'm not writing in my native language.
You might missjudge me.)
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| 10/12/07 12:28 |
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