Xandier

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  1. [ QUOTE ]
    Take a look at what Falcon Northwest is building and use that as a basis for your new rig.

    Or you can drop a few G's on them and they can build it for you.

    [/ QUOTE ]

    agreed
  2. Xandier

    Merc/Pain Build

    This is (roughly) my build. It is a respec build. Works good for me.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Mastermind
    Primary Power Set: Mercenaries
    Secondary Power Set: Pain Domination
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Speed

    Villain Profile:
    Level 1: Soldiers -- BldM'dt-Acc:50(A), BldM'dt-Dmg:50(3), BldM'dt-Acc/Dmg:50(3), BldM'dt-Acc/Dmg/EndRdx:50(5), BldM'dt-Dmg/EndRdx:50(5), Achilles-ResDeb%:20(7)
    Level 1: Nullify Pain -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(7), Numna-Heal/Rchg:50(9), Numna-Heal/EndRdx/Rchg:50(9), Mrcl-Heal/Rchg:40(11), Mrcl-Heal:40(11)
    Level 2: Soothe -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(13), Numna-Heal/Rchg:50(13), Numna-Heal/EndRdx/Rchg:50(15), Mrcl-Heal:40(15), Mrcl-Heal/Rchg:40(17)
    Level 4: Share Pain -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(46), Numna-Heal/EndRdx/Rchg:50(48), Numna-Heal/Rchg:50(48)
    Level 6: Swift -- Run-I:50(A)
    Level 8: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(17), LkGmblr-Def/EndRdx/Rchg:50(19), GftotA-Def/EndRdx:40(19), GftotA-Def:40(45), LkGmblr-Def/Rchg:50(50)
    Level 10: Assault -- EndRdx-I:50(A)
    Level 12: Spec Ops -- HO:Endo(A), HO:Endo(21), HO:Perox(21), HO:Perox(23), HO:Nucle(23), Achilles-ResDeb%:20(25)
    Level 14: Health -- Heal-I:50(A)
    Level 16: Enforced Morale -- RechRdx-I:50(A)
    Level 18: Tactics -- GSFC-Rchg/EndRdx:50(A), GSFC-ToHit/Rchg/EndRdx:50(34), GSFC-ToHit/Rchg:50(34), GSFC-ToHit:50(36), GSFC-Build%:50(36), GSFC-ToHit/EndRdx:50(36)
    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(33), P'Shift-EndMod/Acc:50(34)
    Level 22: Suppress Pain -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(25), Numna-Heal/EndRdx/Rchg:50(31), Numna-Heal/Rchg:50(31), Mrcl-Heal:40(33), Mrcl-Heal/EndRdx:40(33)
    Level 24: Combat Jumping -- DefBuff-I:50(A)
    Level 26: Commando -- Achilles-ResDeb%:20(A), BldM'dt-Acc:50(27), BldM'dt-Acc/Dmg:50(27), BldM'dt-Dmg:50(29), BldM'dt-Acc/Dmg/EndRdx:50(29), BldM'dt-Dmg/EndRdx:50(31)
    Level 28: World of Pain -- Aegis-ResDam:30(A), S'fstPrt-ResDam/EndRdx:30(42), S'fstPrt-ResDam/Def+:30(42), Aegis-ResDam/Rchg:50(43), Aegis-ResDam/EndRdx/Rchg:50(43), RechRdx-I:50(43)
    Level 30: Equip Mercenary -- EndRdx-I:50(A)
    Level 32: Tactical Upgrade -- EndRdx-I:50(A)
    Level 35: Anguishing Cry -- ShldBrk-Acc/DefDeb:30(A), ShldBrk-DefDeb:30(37), ShldBrk-Acc/EndRdx/Rchg:30(37), ShldBrk-DefDeb/EndRdx/Rchg:30(37), ShldBrk-%Dam:30(39), ShldBrk-Acc/Rchg:30(39)
    Level 38: Painbringer -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(39), P'Shift-EndMod:50(40), P'Shift-EndMod/Rchg:50(40), Numna-Heal/EndRdx/Rchg:50(40), Numna-Heal/Rchg:50(42)
    Level 41: Conduit of Pain -- RechRdx-I:50(A), RechRdx-I:50(46), RechRdx-I:50(50)
    Level 44: Vengeance -- LkGmblr-Def:50(A), LkGmblr-Def/Rchg:50(45), GftotA-Def/Rchg:40(45), GftotA-Def:40(46)
    Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(50)
    Level 49: Super Jump -- Jump-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]2.5% DamageBuff(Smashing)[*]2.5% DamageBuff(Lethal)[*]2.5% DamageBuff(Fire)[*]2.5% DamageBuff(Cold)[*]2.5% DamageBuff(Energy)[*]2.5% DamageBuff(Negative)[*]2.5% DamageBuff(Toxic)[*]2.5% DamageBuff(Psionic)[*]5.81% Defense(Smashing)[*]5.81% Defense(Lethal)[*]16.1% Defense(Fire)[*]16.1% Defense(Cold)[*]4.25% Defense(Energy)[*]4.25% Defense(Negative)[*]3% Defense(Psionic)[*]8.63% Defense(Melee)[*]5.5% Defense(Ranged)[*]18.9% Defense(AoE)[*]24% Enhancement(Heal)[*]20% Enhancement(Accuracy)[*]15% FlySpeed[*]93.4 HP (11.6%) HitPoints[*]15% JumpHeight[*]15% JumpSpeed[*]MezResist(Confused) 2.5%[*]MezResist(Held) 2.5%[*]MezResist(Immobilize) 2.5%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 5.8%[*]MezResist(Terrorized) 2.5%[*]21% (0.35 End/sec) Recovery[*]80% (2.68 HP/sec) Regeneration[*]20% RunSpeed[/list]
  3. Xandier

    Merc/Pain Build

    Basically take your pets and 6 slot em, and take all of Pain.Throw in Fitness,Leadership,and a travel and you're golden.
  4. Using Disruption Arrow,Oil Slick Arrow,lighting it, then following up with Rain of Arrows on a huge mob.

    Fun times...
  5. See sig.

    All you need to know about Thugs/Storm.
  6. So what exactly determines how many tickets a MA is worth? Both during the missions while randomly killing or whatever,and for a MC Bonus?

    And is there a certain group that automatically give more tickets (freaks/cot/etc)?

    Thanks all
  7. My vote goes for some type of Elementalist. How cool would it be to have 3 mini Fire Imps,2 mini Jack Frosts,and a mini Rocky(AKA Animate Stone)? Now THAT would be awesome!

    Maybe even Animal Control.You could summon animals,and could even summon Pack Of Wolves,similiar to Gang War.
  8. Xandier

    Guide to Guides

    My signature contains my Thugs/Storm guide.

    Hope someone enjoys it!
  9. Thanks
    I've posted it in the Player Guide section, the MM guide section, and made a separate post for it under the MM forums.

    lol

    Ya, that guide took a while to make,,,
  10. [ QUOTE ]
    [ QUOTE ]
    If anyone's got thoughts on a Thugs/Storm, I'd love to hear them!

    Thanks.

    Later on,
    Gatecrasher

    [/ QUOTE ]

    Thugs/Storm is an awesome combination. I have a lvl 30 thugs/storm right now, and I am so anxious for 32 and 38 in particular. Storm is a POWERFUL debuff set, hitting enemies with aoe -def, -res, -rech, -tohit, -movement, and KB/KU and it also happens to include a single target heal, and fairly heavy damage output.

    gale is useless, just put it somewhere you won't bump it accidentally.

    The O2 boost is a life saver for a MM, saves you a lot of time and endurance recasting your troops. Bear in mind that with recent changes to the upgrade powers, it costs a LOT of endurance to cast the upgrade as an aoe... overall we like this yes? but it also means if you're recasting just to replace one enforcer, its very endurance costly to equip him properly. So for the enforcers, the bruiser, and the arsonist, its worth watching their health bars closely and throwing out some slotted O2 boost to keep them going. I don't find its worth re-equipping the 2 basic thugs though, so i tend to let them die if there's anything else that needs attention.

    A nice synergy with thugs/storm is that you can amass a TON of defense for your gang. Both enforcers have a pet equivalent of maneuvers, which only buffs your pets, but if your pets stay halfway close together, that's 2x maneuvers for them. Now add in your own steamy mist, which is frankly even better than maneuvers. Then take maneuvers as a pool power as well. You personally will benefit from steamy and 1x maneuvers, your pets will have 3x maneuvers and steamy buffing them though, if everything's in range. That's a lot of defense... Now add in Hurricane, slotted up for -tohit it'll provie 40-50% -accuracy against foes. you know how hard it is to hit those pesky tsoo sorcerers? yeah, that. stacked with the defense, I find that my guys never take any damage, except when they get too scattered out. as long as things stay nice &amp; tight, they're just about unhittable. It can take some time to become skilled with hurricane though, learning to use it to bump mobs closer closer together and debuffing them, without shoving them all over the place.

    Snowstorm is powerful damage mitigation, i took it at lvl 4, and I use it every battle. the -62% recharge debuff helps a ton after the alpha damage, since mobs are waiting on their recharge to attack you further. Also the slow effect is useful combined with hurricane to make them easier to round up with the repel effect. I've got it slotted for endurance, slow, and the damage proc which is a nice little bonus to the power.

    Freezing rain is good damage mitigation with the knockdown effect, it slows mobs further (slow cap with snowstorm), it does minus recharge (capped with snowstorm) it does -30% defense, -30% resistance, it does damage over time, and it'll hold up to 3 damage procs. need I say more?

    Lightning storm just beats everything senseless and does phenominal damage for 60 seconds. you can cast more than one at a time if your recharge is quick. place it high and it'll knock things more 'down' than 'away' helping keep things tight. its a great power. crowning jewel of the set.

    I'm thinking about taking thunderclap, an aoe mag 2 stun, it would only disorient minions, but that's still a lot of damage mitigation in a pinch.

    tornado isn't all that great for thugs/storm. its nice on AV's, if the battle is already a scattered mess, or if you get in over your head just hit tornado &amp; gang war and get to a safe distance. other than that, it throws things around like a drunken energy blaster. which can work against your other more aoe oriented storm powers.

    Thugs is a great set as well. the defense orientation of henchmen is a great compliment to both steamy mist and hurricane. The ranged attacking helps to keep your guys at least *somewhat* centralized and under control. the bruiser will of course run wherever he pleases to go beat things up with his hands, but the others can be coaxed to not stray too far, if you keep giving them 'aggressive go-to' directions to specific spots where you want them.

    I usually duo this character with another thugs/storm friend of mine. between the two of us, enemy mobs are at slow cap, minus recharge cap, accuracy debuff cap, and have 60% debuffed defense &amp; resistance. meanwhile our minions 'share' aoe defense buffs, bringing their defense to really crazy good numbers for as long as we can keep them close together. We stealth to position ourselves around mobs, and then use 2 hurricanes to sandwhich the mobs onto double stacked freezing rain at the same time we sent our guys in to fight. its hard to beat it.

    At halloween I did all of my halloween loot farming with this character. Just find a recessed doorway, turn on hurricane, put freezing rain down at the opening, open the door and stand at the right distance. cast snowstorm as soon as a mob is targetable. they end up totally pinned down and helpless while your guys fill em with lead. you could do it while eating dinner without taking any damage or risks, its that easy.

    I'm kinda skeptical about tornado for this set. I use tornado + an imob power on one of my controllers, and on another controler, tornado + telekinesis in a corner. if i pick up an imob or aoe imob from the epic pool, then i'll keep tornado. if not i may drop tornado and see what else looks good in the pool powers. imob's typically come with a -KB effect, and unfortunately, tornado is kinda unruly and unhelpful if you let its KB run amok. Of course in PVP its a gem though...

    I'm feeling a bit ambivalent about gang war. its definitely cool... when its recharge is up. but god that's a long recharge. I just got it, so we'll see how it pans out. if i get hasten and slot for recharge on gang war, it could prove decent.

    The only thugs set attack i've taken is Empty Clips. I mostly just debuff, shove mobs where i want them, and heal my henchmen. I picked up empty clips because I really kinda wanted the magnum revolvers for my character, and because a little more aoe damage never hurt anybody (well ok, it hurts a lot of somebodies as an aoe but anyway)

    I'm thinking I'll take mace mastery. web envelope for an aoe imob to make tornado a much more useful beast, and to further control scattering. Scorpion shield is a defense based shield, which fits in nicely with maneuvers, steamy mist, and combat jumping, all very complimentary to a slotted up Hurricane. And Mace Beam Volley looks like a nice cone attack which shares a similar size &amp; shape with empty clips, making the two easy to stack onto mobs once in position. OR... I may drop both mace beam volley and empty clips in favor of picking up hasten and gang war. going to have to experiment &amp; see what's best. or maybe just make room elsewhere... hmm too many good things to pick from, oh noes! maybe opressive gloom + thunderclap to be a ghetto-troller with mag 4 stacked stun? does the imob actually have an -KB effect? not all imobs do... I'm just not far enough along to make final judgements on some of the details, but thugs/storm is an epic combination.

    [/ QUOTE ]
    Just wanted to let everyone know that I will work on a Thugs/Storm guide.Mine has been 50 for quite some time now,and I have 2 other /Storm toons (lvl 50 Ill/Storm troller and a lvl 31 AR/Storm corr).I might know one or two things about the set ;-)
    Currently I'm runnin my Thugs/Storm in Ouroboros.I'm on Protector if anyone wants to hit me up and team/ask questions,etc.My global is @Neo and my mm's name is Galeforce Gangbanger.
    I'll finish the guide as soon as I can so I can post it and get some feedback on it.
    Later
  11. [ QUOTE ]
    If anyone's got thoughts on a Thugs/Storm, I'd love to hear them!

    Thanks.

    Later on,
    Gatecrasher

    [/ QUOTE ]

    Thoughts on Thugs/Storm?

    It's Hell.
    Hell on a Harley with the wind whipping through your hair and the thunder rumbling off in the distance as you see lightning bolt after lightning bolt strike down from the heavens....
    or something like that

    Mine is almost 41. I have Call Thugs,Call Enforcers,Call Bruiser, both upgrades, Dual Wield from Thugs.

    I have everything from Storm with the exception of SnowStorm currently.
    Planning on going with Mako just for the AoE Immobilize and the shield. Also want to pick up Snow Storm(just to slot the chance for damage proc), Maneuvers and Tactics (already have Assault).I'll prolly have to drop Dual Wield, but o well.

    Anyway...Thugs/Storm is a beast.If there's a group, it has tons of AoE.If it's only one target, consider it dead. It's especially effective against AVs...Freezing Rain,Lightning Storm,Tornado,Gang War. Insane damage IMHO.The only time I use Tornado is against AVs as they are not knocked around by it...or when the crap hits the fan and I need a distraction to save some time.
    The Arsonist,as much as I love him and his ability to SCOURGE....needs to lay off the drugs. Sometimes he'll charge in thinking he's a brute or tank instead of staying back and launching those awesome fire bombs/molotov cocktails.I took O2 boost to help with the pets' survivability.The Arsonist is usually the first one to die...so be prepared for that. With O2 Boost, it helps.

    It's been a fun journey and I'm looking forward to the next 9.2 levels...lol.
  12. Thanks Carnifax...I had forgotten about the resists.....

    And Bio...is TA's EMP the same Magnitude and Duration?The highest level TA toon I have ever had is currently level 16.And I've never seen the animation for it iether.Is it as cool as Rad's?

    Thanks guys for the feedback!
  13. Yeah, true

    And I always use my Battlecry for "Get over here for AM"
  14. RADIATION EMISSION

    • Radiant Aura
    Available at Level 1
    You can use Radiant Aura to heal some of your wounds, and the wounds of your group. This power has a small radius, so your allies need to be near you if they wish to be affected. Recharge: Moderate

    Type of power: Click
    End Cost: 13
    Recharge: 8 seconds
    Radius: 25’
    Cast Time: 2.03 seconds
    Heal: 13.2%
    Allowed Enhancements: Enhance Heal
    Endurance Reduction
    Recharge Reduction

    Thoughts:
    A PBAoE (Point Blank Area of Effect) Heal which is similar to Empathy’s Healing Aura. Just slightly less potent (13.2% heal vs. 13.5% ),at level 50 Radiant Aura and Empathy’s Healing Aura can heal the same amount of Health when both are slotted with 3 Enhance Heals (25.7% Heal). Any of your allies within 25’ of you will be healed. This power also affects any Pets such as Fire Imps, Jack Frost, Animate Stone,etc.


    • Radiation Infection
    Available at Level 1
    Infects a targeted foe with deadly radiation, severely reducing their chance To Hit and Defense. All foes that come near the target will also become infected. The Radiation Infection will last until you deactivate it, or until the original target is defeated. Recharge: Moderate

    Type of Power: Toggle
    End Cost: .52/second
    Recharge: 8 seconds
    Radius: 15’ of the targeted/infected foe
    Cast Time: .5 seconds
    Range: 70’
    DEFENSE DEBUFF: -31.3%
    TO HIT DEBUFF: -31.3%

    Allowed Enhancements: Defense Debuff
    To Hit Debuff
    Endurance Reduction
    Recharge Reduction
    Range


    Thoughts:
    Considered by most of the Radiation community, one of the three (3) most important powers while facing EBs/AVs/GMs/Heroes/Villians. When this power is activated, you infect one foe, which will glow a greenish glow. This is the “anchor”. This foe, and any other foe that comes within 15’ of him, will have their Defense and To Hit values debuffed dramatically. At level 50, with 3 Defense Debuff Invention enhancements, this power will lower the enemies’ defense by -51.9 %. With 3 To Hit Debuff Invention enhancements, the enemies’ To Hit value will be lowered by -49.5%. Please….stop drooling on your keyboard. There ya go…
    What does this mean? In Laymen’s terms…you get hit less while you hit the bad guy more often. With Defense lowered by 51.9%, this means that your attacks, and the attacks of your allies, are effectively 51.9% more accurate. But wait! With the enemies’ To Hit value debuffed by 49.5%, this means that you and your allies will get hit 49.5% less often! How great is that?
    (As stated before, I am not going to go into all the Invention Sets that can be slotted in any power. All the numbers are based on using Level 50 Invention Enhancements).
    There are several ways to slot this power…..3 Defense Debuffs/3 To Hit Debuffs…3 Defense Debuffs/2 To Hit Debuffs/1 Endurance Reduction…Personally I like to slot it with 3 Defense Debuffs/3 To Hit Debuffs. Either way, this power is definitely worth 6 slots in any build, and teams will love you for having this power. This power is effective in PvP and PvE.




    • Accelerate Metabolism
    Available at Level 2
    Activating this power emits radiation that increases the running speed, attack speed, endurance recovery, and damage potential of all nearby allies. Affected Heroes’ metabolisms are increased so much that they become resistant to effects such as Sleep, Hold, Disorient, Immobilize, and Endurance Drain. Recharge: Very Long

    Type of Power: Click
    End Cost: 15.6
    Recharge: 422 seconds
    Radius: 25’
    Cast time: 2.03 seconds
    Duration: 120 seconds
    Damage Buff: 25%
    End. Recovery: 50%
    Recharge Rate: 30%
    Allowed Enhancements: Endurance Modification
    Endurance Reduction
    Recharge Reduction
    Run Speed



    Thoughts:
    Accelerate Metabolism, also known as AM, is one of the most powerful buffs in the game. How many other powers buff so many things at once? Increase run speed? Check. Increase attack speed? Check. Increase Damage? Check. Increase resistance to most status effects? Check. Increased recovery? Check. And Mate.
    This will be a power that everyone can appreciate…and will want it as often as possible. With 3 Level 50 Endurance Modification IOs, this power will give you and your allies a 59.7% increase to Endurance Recovery. Also, with 3 Level 50 Recharge Reduction IOs, this power will be available every 212 seconds. Most Rads slot this power with 3 Endurance Modification/3 Recharge Reduction enhancements. While it is possible to slot it for Run Speed, and with 3 Run Speed IOs you can achieve an additional 4.3 Miles per Hour, it is not recommended to do so. The standard slotting for this power is 3 Recharge Reduction/3 Endurance Modification.




    • Enervating Field
    Available at Level 6
    While this power is active, you irradiate a targeted foe, and all foes nearby, with a deadly dose of radiation. This radiation weakens exposed targets, decreasing the damage of their attacks. It also significantly weakens their resistance, so that they will take much more damage from other attacks. Recharge: Moderate

    Type of Power: Toggle
    End Cost: 1.04/second
    Recharge: 8 seconds
    Radius: 15’ within the targets/infected foe
    Cast Time: 1.5 seconds
    Range: 70’
    Damage Debuff: - 25%
    Resistance Debuff: -30%
    Allowed Enhancements: Endurance Reduction
    Recharge Reduction
    Range

    Thoughts:
    Power # 2 of 3 that helps make those EB/AV/GM/HERO/VILLIAN fights soooo much easier. Enervating Field causes the “anchor” (which also glows in order for everyone to see exactly who is the anchor) to do 25% LESS DAMAGE, while your attacks will effectively do 30% MORE DAMAGE (by debuffing resistance by 30%). For a second, let’s look at what happens to a big bad AV when we apply ENERVATING FIELD AND RADIATION INFECTION:
    1. AV DOES 25% LESS DAMAGE
    2. AV’s RESISTANCE LOWERED BY 30%
    3. AV’s DEFENSE LOWERD BY 51.9%
    4. AV’s TO HIT LOWERED BY 49.5%

    In other words….the infected foe(s) will TAKE 30% MORE DAMAGE, will be 51.9% easier to hit, suffer a 49.5% to their To Hit Value (hitting you less often), and IF you get hit, you will take 25% LESS DAMAGE from his attacks!!! Now it is getting clear as to why Radiation is considered the best powerset for fighting those pesky EBs/AVs/GMs/etc.
    As far as slotting Enervating Field, the best return can be achieved by slotting Endurance Reduction enhancements. Usually 1-2 will do the trick, but always keep an eye on your endurance bar, and if you see that you are running out of endurance too quickly with your toggle powers running, then add another Endurance Reduction. You DEFINITELY do not want your toggles to drop because you ran out of endurance!



    • Mutation
    Available at Level 8
    Using a concentrated burst of radiation, you can revive a fallen Hero and Mutate them into a killing machine. The Mutated Hero has increased Damage, Chance To Hit, Endurance Recovery, and Attack Speed and is protected from XP Debt for 90 seconds. The entire experience is very taxing on the Mutated Hero, and they will soon be severely weakened. All effects of the Mutation will eventually wear off. Recharge: Very Long

    Type of Power: Click
    End Cost: 26
    Recharge: 180 seconds
    Cast Time: 3.2 seconds
    Range: 15’
    Duration: 90 seconds
    Effect: Heal/Endurance 100%
    Allowed Enhancements: Endurance Modification
    Endurance Reduction
    Range
    Recharge Reduction

    Thoughts:
    Perhaps the best combat rez in the game, Mutation can turn the tide of a tough battle. After a comrade is defeated, target them and Mutate them. The fallen ally will be rezzed with full Health, full Endurance, a 200% Bonus to their Endurance Recovery Rate, a 37.5% increase to their To Hit Value, and a 50% Bonus to their Damage. All this and they will be protected from any other XP Debt for 90 seconds. However, there is a downside to this power. First and foremost, someone dies. Secondly, after 90 seconds, Mutation wears off and the Hero will have reduced Endurance Recovery, To Hit, and Damage. Make sure to inform the person that you are going to Mutate them and that they understand all of its effects. For 90 seconds, they will be able to dish out a TON of Damage(especially if the fallen is a Blaster), but that after 90 seconds they need to either have some Inspirations handy, or they might want to get the heck outta Dodge.
    Rez powers are always nice to have in case things should hit the fan. Rezzes like this only makes it that much sweeter. Personally, if taken I would suggest only 1 Recharge Reduction in this power.



    • Lingering Radiation
    Available at Level 12
    You can emit Lingering Radiation that reduces the attack rate, movement speed, and Regeneration Rate of the target, and all nearby foes. Recharge: Slow

    Type of Power: Click
    End Cost: 15.6
    Recharge: 90 seconds
    Cast Time: 1.5 seconds
    Range: 80’
    Radius: 25’
    Duration: 30 seconds
    Accuracy: 75%
    Effect: Fly/Jump Speed -75%
    Run Speed -600%
    Recharge -75%
    Regeneration Rate -500%
    Allowed Enhancements: Accuracy
    Endurance Reduction
    Recharge Reduction
    Range
    Slow

    Thoughts:
    Now we have came to the last of the “big 3” debuffs. Lingering Radiation can pretty much kill the Regeneration Rate of those EBs/AVs, along with their run/fly/jump speed. Any foes within a 25’ radius of the target will also have the chance of suffering the same. Note that Lingering Radiation has an accuracy penalty. Even with your other debuffs, I would still recommend at least 1 Accuracy enhancement in this power. If you are PvPing, maybe even 2 to be on the safe side. You won’t want this power to miss as it gives you and your team an edge on EBs/AVs/GMs. Their Regeneration Rate is very high, and this power brings them down to a manageable level. When slotted with 3 Level 50 Recharge Reduction IOs, this power can be back up every 45.2 seconds…39.3 seconds with AM. Once you apply Radiation Infection (RI) and Enervating Field (EF), then you can start applying this power. Even though it won’t stack, use it every time it is available to ensure you have your enemy debuffed.



    • Choking Cloud
    Available at Level 18
    While active, you generate toxic radioactive gas around yourself. Any nearby foes may be overcome by the gas, leaving them choking and helpless. Recharge: Long

    Type of Power: Toggle
    End Cost: .83/second
    Recharge: 20 seconds
    Cast Time: 3.47 seconds
    Radius: 15’ radius of caster
    Duration: 5.96 seconds
    Accuracy: 75%
    Effect: PBAoE Hold
    Magnitude: 1
    Activate: every 5 seconds
    Allowed Enhancements: Recharge Reduction
    Endurance Reduction
    Hold Duration

    Thoughts:
    You surround yourself with a greenish radioactive gas when this is toggled on. First of all, note that it has an accuracy penalty (75%), and does NOT accept Accuracy enhancements. Furthermore, note that it is only a MAG 1 Hold, which means by itself, you will not be holding Leuits/Bosses/EBs/AVs/GMs. So, what good is this power then you ask? Well, depending on your other powerset, it will stack with other Holds, and Holds from other Heroes. So, if you are Rad/Ice Blast, it will stack with Freeze Ray/Bitter Freeze Ray. If you took Electrical Blast, it stacks with Tesla Cage. If you are a Controller and have Radiation as your secondary, it will stack with all of your other Holds. It will also stack with OTHER Choking Clouds from other Radiation Heroes. Oh…and one last benefit from this power, there are a couple of IO Set PROCS that can be slotted into this power( yeah, I know I said I wasn’t going to go into IO Sets and all, but I felt I would be crucified if I did not mention it for this power.) These Procs being:
    Neurotic Shutdown: Chance for PSIONIC DAMAGE (20% chance of 71.8 points of psychic damage)
    Ghost Widow’s Embrace: Chance for PSIONIC DAMAGE (20% chance of 71.8 points of psychic damage)
    Unbreakable Constraint: Chance for SMASHING DAMAGE (33% chance of 107.1 points of smashing damage)
    These Procs make this power shine. It checks for Hold every 5 seconds, and if slotted with the above Procs, it will check for those every 5 seconds as well. If you take this power, you WILL need to slot some Endurance Reduction into it as it is a little expensive to run. With 2 Level 50 Hold Duration IOs, if it successfully hits, it will hold the target for 10.9 seconds.



    • Fallout
    Available at Level 26
    After an ally falls in battle, you can activate this power to extract the energy from their body to deal a massive amount of Energy Damage to any nearby foes. All effected foes are extremely weakened by the Fallout, and their Chance To Hit, Defense, Damage, and Damage Resistance is severely reduced. Damage: Extreme
    Recharge: Very Long

    Type of Power: Click PBAoE
    End Cost: 20.8
    Recharge: 300 seconds
    Cast Time: 3.2 seconds
    Radius: 30’
    Range: 60’
    Duration: 38 seconds
    Accuracy: 150 %
    Damage: 222.4 (Energy) BASE
    Effect: DEFENSE: -30%
    TO HIT: -30%
    Allowed Enhancements: Accuracy
    Damage
    Defense Debuff
    To Hit Debuff
    Recharge Reduction
    Endurance Reduction
    Range

    Thoughts:
    Have you ever wanted to take the body of someone and turn it into a mini-nuke? Now’s your chance. I will admit, it is somewhat satisfying activating this power, levitating the body of one of your fallen comrades, and then seeing a huge burst of Energy explode from it, thus damaging and weakening all within 30’. There are basically 2 schools of thought on this power: take it and slot the bejeebus out of it, and skip it.
    Many Rads, especially those that frequently team and/or are in the same Super Group, take this power. The team will have one “guinea pig” to be the unfortunate soul to sacrifice his life for the enjoyment of others. While teaming, a Rad will Teleport the fallen Hero into a mob of bad guys and then uses this power. If there’s anyone left standing, then the other Rad will use this power. Slotted with 3 Level 50 Damage IOs, this power does 442.8 points of Energy Damage on its own. With 1 Defense Debuff IO, and 1 To Hit Debuff IO, it will yield a -42.6% Defense Debuff and a -37.7% To Hit Debuff. Once the team does this, they will Mutate the Fallen Hero, and well, with the Debuffs from Fallout, RI,EF, and Lingering Radiation(LR), along with the BUFFS from Mutation and AM (not to mention if someone has Vengeance), it is easy to see why this is considered a “won’t leave home without it” power…only to certain teams/playstyles. The extra damage and debuffs are nice, a and if you take Vengeance/Teleport Friend/ Mutation, it is easily used and appreciated when someone should fall, especially while fighting an EB/AV/GM. Slot according to your own taste…more Defense Debuffs and To Hit Debuffs to further weaken a powerful foe…more damage to be an exclusive damage dealer, or a solid mix of 1 Accuracy, 3 Damage, 1 Defense Debuff, 1 To Hit Debuff to get the best of all worlds.




    • EM Pulse
    Available at Level 32
    You can unleash a massive pulse of electromagnetic energy. This EMP can affect machines, and is powerful enough to affect synaptic brain patterns. It will drain the Endurance and HP Regeneration of all affected targets and leave them incapacitated and Held for a long while. Additionally, most Machines and Robots will take Moderate High Damage. However, this power uses a lot of Endurance and leaves you unable to recover Endurance for a while. Recharge: Long

    Type of Power: Click PBAoE
    End Cost: 20.8
    Recharge: 300 seconds
    Cast Time: 2.93 seconds
    Radius: 60’
    Duration: 22.4 seconds
    Accuracy: 75%
    Effect: Held MAG 3
    Regeneration Rate -1000% (to target)
    Endurance Recovery Rate -1000% (to target)
    Allowed Enhancements: Accuracy
    Hold Duration
    Recharge Reduction
    Endurance Reduction
    Endurance Modification

    Thoughts:
    The Much Anticipated Level 32 Power has finally arrived! Yay! This is the largest, and longest duration, and best Hold in the game. Period. How many other Holds have a whopping 60' ‘'radius? Or has a base duration of 22.4 seconds? AND DEBUFFS REGENERATION AND ENDURANCE RECOVERY RATE OF ALL AFFECTED FOES?
    What exactly happens when you use EMP? You hunker over for a second, and then thrust your upper body backwards to an upright position with your arms up in the air, flexing your muscles almost. Irradiating outward from you in all directions for 60 feet is a ring of Electromagnetic energy. While it WILL HALT YOUR ENDURANCE RECOVERY, the pros outweigh this con easily. Keep an eye on your endurance bar after you use this, especially if you activated RI and EF beforehand.
    With this power, you can hold an ENTIRE room of baddies. It is so glorious to behold. Do me a favor now and scroll back up and look at all the debuffs we have and their values.
    RADIATION INFECTION
    DEFENSE DEBUFF: -31.3% BASE (51.9% enhanced)
    TO HIT DEBUFF: -31.3% BASE (49.5% enhanced)

    ENERVATING FIELD
    DAMAGE DEBUFF - 25%
    RESISTANCE DEBUFF: -30%

    LINGERING RADIATION
    REGENERATION RATE -500%

    Now throw on the debuff from EMP and the total is…
    -1500% REGENERATION RATE
    -1000% ENDURANCE RECOVERY

    Let’s put this into perspective, shall we? A Regeneration Scrapper using Level 50 Heal IOs (no set bonuses), with 3 slotted Health, Dull Pain, Integration, Fast Healing, AND running Instant Healing has a Regeneration Rate of 1576%.
    A Willpower Tank using Level 50 Heal IOs (no set bonuses) with 3 slotted Health, High Pain Tolerance, Fast Healing, and Rise To The Challenge has a maximum Regeneration Rate of 1026%.
    Congrats, you have effectively shut down what Regeneration and Willpower is all about. You have also spayed and neutered EBs and AVs regeneration rate, along with their defense, resistance, to hit, endurance recovery, and damage output.
    As far as slotting goes, I personally like 1 Accuracy, 3 Hold Duration, and 1 Recharge Reduction. Slotted like this, the Hold Duration jumps up to an astounding 44.5 seconds, Accuracy is 106.8%, and it can be used every 210.7 seconds.
  15. Why Radiation?
    For the Hero that wants to add something to every fight, especially EB/AV/GM fights, Radiation offers perhaps the best debuffs CoX has to offer. A small PBAoE Heal that rivals Empathy’s Healing Aura, the best single target rez in the game and several devastating debuffs. If crippling your opponent through solid debuffs sounds like your type of character, then please, read on.

    Anchors away!
    Two of the most powerful debuffs that is available to Rads are considered “anchor” powers. You select the anchor (usually the toughest bad guy) and activate your toggled debuff powers (Radiation Infection and Enervating Field). The person who is the “anchor” will have a green glow all around them, notifying you and your party who the anchor is. There is a down side to this…if the anchor should die, then the debuff ends. I suggest informing your party who you are going to debuff. This can be achieved by a simple bind such as:

    /bind g "group $target is being infected with radiation!$$powexec_name Radiation Infection"



    /bind h “group $target is my anchor, please kill him last!$$powexec_name Enervating Field”


    What this does is when you hit the “g” button, you tell your team who your anchor is and then you activate Radiation Infection. By doing the h bind, you do the same, but activate Enervating Field.

    On a sidenote, activating either Radiation Infection or Enervating Field will cause aggro, so be careful not to let your anchor run away into the next room and aggro more and more mobs. The aggro generated will be towards you until someone else attacks or taunts.


    With that out of the way, let’s delve a little deeper into Radiation.

    About this Guide
    This is an overview of the powers available in the Radiation Emission power set. It is NOT a build, though I will include my own personal thoughts and observations on each power. I will not go into how to slot Invention Origin Sets to get the best set bonuses (such as Trap of The Hunter, Ghost Widow’s Embrace, etc). All values have been tested, either through in game testing or using Mids’ Hero Designer. Also, all values are based on using Level 50 Invention Origin Enhancements.
    • Invention Origin? What?

    There are different types of Enhancements that can be slotted into your powers to make them more effective, use less endurance, be more accurate, recharge faster, etc. These are:
    • Training Enhancements (TOs)
    • Dual Origin Enhancements (Dos)
    • Single Origin Enhancements (SOs)
    • Hamidon Enhancements (HOs)
    • Invention Enhancements (IOs)
    • Invention Set Enhancements (sometimes referred to as RIOs, or just Sets)

    Training Enhancements (TOs)
    These are what you will be using for quite some time. They offer increases performance.

    Dual Origin Enhancements (DOs)
    Typically available for use beginning at level 12 (you can slot an enhancement that is within +/- 3 of your level, and most Dos begin at level 15). These are twice as effective as DOs.

    Single Origin Enhancement (SOs)
    These enhancements are made for a specific origin. Unlike a Dual Origin Enhancement which may be used by either a Magic or Mutant Hero, Single Origin Enhancements can only be used by a certain Origin, such as a Mutant. These enhancements are typically twice as effective as Dual Origin Enhancements. Be careful when buying DO/SOs !!! Make sure you purchase the right one according to your Origin (Natural, Magic, Mutant, Technology, Science). If you purchase a Science SO, and your character has a Technology Origin, then you can not use that Science Enhancement. Also, once you are 3 levels higher than the level of the enhancement, the enhancement turns red, thus meaning you are not getting ANY bonus from that enhancement. For Example, you are level 30, and you have a level 35 SO slotted in one of your powers. You are not getting any bonus at all from that enhancement. As long as you are within 3 levels of the level of the enhancement, you will be receiving a bonus.

    Hamidon Enhancements (HOs)
    Hamidon Origin Enhancements, also known as Hami-Os, can either be bought from Wentworth’s (the “auction house”, or by completing what is known as a Hami Raid. Hami Raids are for high level characters, such as level 45 and up. The cool thing about these enhancements is that they improve two aspects instead of one. A Hami O might increase Accuracy AND Damage by 33%.

    Invention Enhancements IOs)
    Invention Enhancements can either be crafted with the right recipe and components, or be purchased at Wentworth’s. Random “drops” will occur while you are running missions. It is possible to purchase the recipe and all the components at Wentworth’s, and then craft the Enhancement at the University (or in your SG base, or by using a crafting table). These enhancements offer a higher bonus than other enhancements. Also, these do NOT lose effectiveness. Thus if you are level 35 and have level 25 IOs slotted, then you will still be getting the full bonus from the IO. Typically the best bang for the buck enhancements available.

    Invention Set Enhancements (RIOs)
    Ahhh…the over priced enhancements as some will tell you. These are enhancements that are crafted from a recipe and the correct components, or purchased at Wentworth’s. Certain powers can take certain RIOs. For example, Touch of Lady Grey is a set that can ONLY be slotted in powers that Debuff Defense. There is a Touch of Lady Grey: Defense Debuff, Touch of Lady Grey: Defense Debuff/Endurance Reduction, Touch of Lady Grey: Defense Debuff/Recharge, Touch of Lady Grey: Defense Debuff/Endurance Reduction/Recharge, Touch of Lady Grey:Recharge/Endureance Reduction, and a Touch of Lady Grey: Chance for Negative Energy Damage(more on this in a second). This Set can be slotted into Radiation Infection. By slotting 2 of these, say a Defense Debuff, Defense Debuff/Endurance Reduction, you not only get the bonuses those enhancements provide(42.4% Defense Debuff, 26.5% Defense Debuff/26.5% Defense Debuff/Endurance Reduction respectively), BUT you ALSO get a bonus for having part of the Set….which is 15.3 HP( 1.5% Health Points). By adding another Touch of Lady Grey, the set bonuses are 15.3 HP, AND 2.5% Endurance Recovery (.04 endurance/second). Seeing as there are countless ways to use Sets, I will not be going into to these.
    So, remember me saying “more on this in a second”? Any kind of RIO that is “: Chance for xxxx” is called a Proc. In the above example, Touch of Lady Grey: Chance for Negative Energy Damage is a Proc. This means that it has a 20% chance of causing 71.8 points of Negative Energy Damage. So, if you had one of these slotted into Radiation Infection, every .5 seconds you have a 20% chance of causing 71.8 points of Negative Energy Damage. Pretty cool, huh? On a sidenote, typically these Procs are very expensive to buy, but they are very nice to have. Anyway…moving right along…
    The values I use are from using Level 50 Invention Origin (IOs) enhancements. These give a higher bonus, and are much more manageable to buy/craft than the Sets. Once you build up some influence, and lots of it, you might want to experiment with Sets. Be warned though, if you completely use all Sets in your build, you can easily spend 100 million influence. If I was to sell all of my RIOs on one of my level 50 characters, I would probably be over the influence cap (which is 2 billion….yes billion with a “b”). The Sets can completely change a character’s playstyle, survivability, damage output, regeneration/endurance recovery rate, attack rate, etc. Since they can be so in depth, expensive, and the possibilities are endless, I chose not to go into which Sets you should slot. This depends on your playstyle, finances, etc.
  16. Here's my updated guide for Radiation Emission. It includes values for a Raditation Defender. I am going to go back through and add the values as they pertain to a Rad Controller and a Rad Corruptor.
    Anyone care to give me some feedback on the guide? It's still a work in progress.
    Thanks!
  17. Hmm.....ponders to himself.....need respec for my invuln,,,,,,

    Great post Magnus,.....and thanks!!! I have a lvl 36 invuln/battleax on Freedom.....currently i have
    RPD....3
    TI.......5
    RNRG..2
    RE......3
    DP.....2
    Invinc.6
    Uny.....5
    Tough..1

    Maybe I need to respec?
  18. Screwloose....
    All I got to say is.....you da man!!!!
    Thanks for your guide.
  19. And one more thing....is Acrobatics the best knockup/knockback protection? I've read where a lot of scrappers are gonna go with Hover/Fly......but it seems to me that CJ/SJ/Acrobatics would offer more defense and better resisitance as you do a "backflip" even if you have Hover or Fly activated.
  20. Body Mastery:
    *Conserve Power: self, endurance discount
    *Focused Accuracy: toggle: self +acc


    If you take Focused ACCY,then can you get away with 6 slotting your attacks with all damage? Or should you continue to have at least 1 AACY in your attacks as well?
  21. VERY good idea.....I agree totally
  22. Think so?
    Scarlett Angel kicks some SERIOUS BOOTY... I LOVE MY FIRE/RADITION CONTROLLER!!!

    I will say this....Illusion IS tough in the Arena.....those !@#$ indestrucible phantoms SUCK
  23. OK...here's my 2 influence worth....I have a lvl 50 FIRE/RADIATION Controller. You want to solo? You want to make your teammates wipe drool off their chins when they see how much damage a fire/rad can do? Oh yeah...it IS possible. 6 slotted Flashfire, 6 slotted Cinders, 6 slotted Fire Cages, 6 slotted EMP Pulse, 6 slotted FIRE IMPS, 6 slotted AM, 6 slotted Radiation Infection, 3 slotted Enervating Field,smoke, Leadership pool, 6 slotted Hasten....nuff said.
    I have taken out lvl 54 Zeus Titans...yes,that's right,LEVEL 54. I can hold pretty much ANY villian, then debuff the !@#$ out of him,and sit back and read the paper as my imps clean up. Now,having said all that,,,what's the drawback you ask? Hey,glad that question was brought up!!! Well,for one thing, we pretty much SUCK until level 32 and we are END HOGS. For anyone wanting to build an AWESOME controller,go fire/rad. BE WARNED.....levels 1-31 will suck.It will suck bad.Real bad.Hang in there and TEAM with as many people as you can. Once you get the imps, go hunting in Brickstown.you can get a LOT of levels here. you can solo in Bricks, or you can have a few friends tag along as they watch you own the streets.
    If you do not believe me, send me a tell( I am on Justice) and I will show you. I have a TON of people tell me that my build is probably one of the best fire controllers they have ever seen.
    Later all and happy Hunting!