Artillery MKVs Quick Start Guide to the Rad/Rad Corruptor
Hello! Welcome to my guide for an in your face, close combat Rad/Rad Corruptor! Within these pages are my opinions of how you can apply the special Rad/Rad Gong-Fu to live on the ragged edge within the glorious glow of the debuff!
This vision requires a more close up battle strategy, especially at higher levels. More on that play style later.
Other changes: I have not included an ideal build, as there are many ways to use the green goodness, whether or not to get Stamina, etc. I have added slotting recommendations to the power descriptions, though.
The information in this guide was culled from the various Rad/Rad Defender guides (because Im the only one to post a Rad/Rad Corruptor guide!), Personal play experience and the guidance of my SG mates in the Faithful Fiends of Fallout on Freedom. (Please see
www.repeat-offenders.net for more information on the FFoF and the Repeat Offenders network of SGs!)
Radiation Blast
Neutrino Bolt level 1 Fast, single target blast, -Def
X-Ray Beam level 1 Slower, single target blast, -Def
Irradiate level 2 PBAoE Blast, high end, -Def
Electron Haze lvl6 Cone blast, knockback, -Def
Proton Volley lvl8 Sniper Blast, interruptible, -Def
Aim lvl12 Self Buff +Acc, + Damage
Cosmic Burst lvl18 Short Range Single target blast, disorient, -Def
Neutron Bomb lvl26 Ranged AoE Blast, -Def
Atomic Blast lvl32 PBAoE Blast, Superior damage, -Def, hold, drains all self end
Radiation Emission
Radiant Aura lvl1 PBAoE Heal, high end
Radiation Infection lvl2 Ranged AoE Auto-hit de-buff, -Def, -Acc
Accelerate Metabolism lvl4 PBAoE Buff, +Rech, +End, + Spd , + Dam, + Recovery +Res (Hold, Sleep, Disorient, Immob, -End, -Rec)
Enervating Field lvl10 Ranged AoE Auto-hit de-buff, -Dam, -Res
Mutation lvl16 Ally Resurrect, +Acc, + Dam, + Rech, + Recovery.
Lingering Radiation lvl20 Ranged AoE debuff (needs to hit) -Spd, -Rech, -Regen
Choking Cloud lvl28 PBAoE Hold
Fallout lvl35 Ranged AoE, disorient, requires dead teammate, -Acc, -Def, -Dam, -Res
EM Pulse lvl38 PBAoE Hold, -Regen, -End, Self: - Recovery, Special Damage vs. Robots.
Heres a breakdown of the sets. For those who like to crunch numbers, well, I dont have any, so nyah.
Radiation Blast:
-Neutrino Bolt
-X-Ray Beam
Your two level 1 blasts. The debate rages on as to which produces better DPS, but frankly even I am not THAT much of a geek, so Im not going into it. The basics: N-Bolt is faster but does less damage; X-Ray is slightly slower but does slightly better damage. In the end it seems pretty level to me. How do I decide? Freaking laser beams from my eyes! X-Ray Beams for the win! You have to choose one, let the force guide your choice my young padawan!
Slotting: I recommend 1 Acc, 3 Damage. Beyond that flavor to taste, but I seldom put more that 4 slots here, cuz youll be tight on slots and both of these attacks are fast, especially when youre running AM and Hasten.
-Irradiate: are you kidding me? A PBAoE blast at level 2? OK, thisll kill you fast and rob you of all your end, but dang its fun! This is one of the primary attacks for In-Yer-Face-Gong-Fu, but Id hold off to 6th or 8th level to get it. You need your debuffs to keep you alive when you use this.
Slotting: Make sure you slot this with at least 2 end reducers. I recommend AT LEAST 1 Acc, fill with Damage. 6 slots required.
-Electron Haze: This is a perfectly serviceable attack, but in a tight build something has to give and this is an early cut. The damage is low, but the attack has a chance for knock back, which can be used as damage mitigation. I wont blame you for taking it, but Irradiate and Cosmic Burst are better attacks.
Slotting: Acc, 3 Damage if you take it. 1 range works well, too.
-Proton Volley: This is a fairly standard, though extremely cool looking, sniper blast. While Im a fan of sniper blasts for blasters, Im less so for the Rad/Rad Corruptor, I think it plays against the in your face play-style that Rad/Rad calls for. Basically this is a low priority power that Id wait to pick up until higher levels if you get it at all.
Slotting: 3 Damage. If you have extra slots 1 Acc can be added for surety, then fill with interrupt reducers, end reducers and recharge reducers to taste.
-Aim: this self buff adds greatly to your accuracy (@+100%) and somewhat to your damage. As a Rad/Rad the +acc is less of a priority, youre more likely than not taking the opponents defense down almost to its minimum. Id take this late in the game more for the damage buff than the accuracy buff. This is useful for fights against mobs that have defense buffs (i.e. Tsoo, Skyraiders, etc.) Generally a power we can skip or take at 50 for PvP.
Slotting: If you take this you need to AT LEAST 3 slot for recharge. Any other available slots go to To Hit Buffs. Id recommend at least 4 slotting this, 6 if you can afford it. If you cant slot it, dont take it.
-Cosmic Burst: Awwwwwwwwwwwwwwwwwwwwwww yeah, baby! Thats what Im talkin bout! Close range (20), huge damage, chance to disorient. Whats not to love? This attack must be taken as soon as its available and slotted ASAP. Mmmmm . .. close combat goodness!
Slotting: Standard Attack: Acc, 3 Damage. Fill with Rech and End Red as slots come available. 4 to 6 slot.
-Neutron Bomb: OK, this attack is cool; its a ranged AoE blast. Frankly I wouldnt play with it at range too much. Id drop this in short range to alternate with Irradiate in clearing out those masses of annoying minions. Throwing this too far out is likely to agro mobs who arent under the influence of your debuffs, and that spells pain for you.
Slotting: Acc, Dam x3, Rech x2
-Atomic Blast: Sure, it drains all your end, and you cant recover end for a while, but its a frikken NUKE! Get it, love it, use it sparingly.
Slotting: Dam x3, Rech x3
Radiation Emission:
-Radiant Aura: you have to take this, and thats OK. This is your own little healing Genie in a bottle. I slot this mostly for end reduction until I have spare slots late in the game. I use this heal when I need it, Im a scrapruptor, not a healer. However, since Im up in the mix the Brute and MM pets will often benefit from my nutritious green goodness. Youll end up being thanked for the heals, but so what? Its the debuffs that are actually saving their scaly hides.
Slotting: At least 2 End Redux. I generally 4 slot and add 2 Heals. I cant fault you for 6 slotting with End Redux/Heal, though. But slots are precious.
-Radiation Infection: OK, whatever else you do, in all seriousness, you MUST take this power. It will make your foes easier to hit and make it harder for them to hit you. Best of all . . .IT NEVER MISSES!!!!!!!!! Slot for end reduction and accuracy debuff.
Slotting: 4 to 6 slots- more slots is better. 1 End Red is a must. Fill the rest with a mix of Acc Debuff and Def Debuff. I recommend prioritizing the Acc Debuff so you dont get hit!
-Accelerate Metabolism: Mmmmmmmm, this is your drug of choice! Every time its up you improve your end recovery, speed, recharge rate on all your powers and your speed. Slot this for recharge. And PLEASE take it as soon as its available. Oh, this also buffs any team mates that are close to you when you activate it. Courtesy demands that you tell them before activating, but if they ignore you just keep on using that amazing green glow to be the best that you can be! If you activate in combat youre likely to get the Brute at least anyway, so you keep them happy! =)
Consider taking Hasten just to get this power up faster. No, Im not kidding, its that important.
Slotting: minimum of 3 slots in Recharge. Add End Mod slots as slots are available. 6 slotting makes the End Gods happy!
-Enervating Field: if Rad Infection is your bread, this is your butter. E Field reduces the mobs damage and resistance. So they hurt you less and take more damage when you hit them. So with RI and EF stacked on mobs that means they hit less often, do less damage when they do hit, are much easier for you to hit and take more damage every time you hit them. Whats not to love? Slotting: You can only slot End Redux or Recharge here. Put two End Redux in and move on.
-Mutation: this brings an ally back from the dead and turns them into a killing machine for a little while. Heres a major change in my philosophy. Characters will die; it just happens no matter how good the team. Us this to bring them back- after theyve buffed you with Vengeance and youve used them as a bomb! (Fallout!)
Slotting: Good out of the box, slot a recharge in the default and move on.
-Lingering Radiation: a great power to add to RI and EF. It stacks slow, -Regen and recharge on the mobs, making them unable to get away or attack very often. This should be stacked after the others as it is not auto hit. This is a click rather than a toggle, so you need to watch its duration.
Slotting: At least 4 slots: Acc, 3x recharge. Add another Acc if you can.
-Choking Cloud: This can save your bacon. Its not required and is an end hog, but I do recommend running it if you can fit it in your build.
Slotting: 2 End Redux, 2 Acc, fill with Holds as slots are available.
-Fallout: Revised opinion. Yes, this is situational. However, when the situation arises you generally need help getting out of the deep doo doo that accidentally triggering three spawns has gotten the team into. Use the bodies to vengeance, recall friend them close to the mobs and then blow them up. If youre kind you can then rez them.
Slotting: Acc, 3 Damage. Add another Acc if you can, then recharges
-EM Pulse: Oh yeah, a semi-Nuke that doesnt drain you dry and holds massive numbers of Mobs? Yup, you just won the jackpot! Just EMP it! Note: this does stall out your End Recovery for a while, so be careful. You have been warned!
Slotting: 2 Acc, 3 Rech, fill with and End Redux or a Hold Duration to taste.
Power Pools:
I suggest Teleport and Speed Pools for Recall Friend and Hasten. Which travel power you take is up to you, I find TP fun but kind of annoying. Super speed has issues in the Isles, though.
To be the most effective Rad/Rad you can be I strongly suggest the Leadership pool. Assault/Tactics/Vengeance.
Fitness Pool and you: You may want to take this, and it will certainly help with end issues. However, taking this means you gimp yourself elsewhere. I find that if Im running out of end Ill stop blasting for a few moments and just let the debuffs run while the team kills. I generally get a blue from every mob or so and this rest gives me a chance to pop them and regen some end. If you can pair up with a /Kin corruptor youll seldom need to rest, and seldom need blues. This is good synergy. Same with stacking AM from multiple Rad Corruptors.
Patron Powers:
Sorry, no guidance here yet. As I know more Ill post it.
Tactics:
OK, this is a massive YMMV section, but my vision for the Rad/Rad Corruptor calls for an up close and personal fighting style.
You start every fight by pulling with Rad Infection, immediately stacking Enervating Field on the same anchor. Make sure you get into hand to hand range with the anchor and then you can drag him with you to any other mobs that may be using ranged attacks on you. Once theyre clumped up you land Lingering Radiation on them and go to town killing everything except the anchor. Anchor dies last. This also allows you to Snipe the furthest mob in the group with the debuff and duck around a corner. Thisll bring them all to you.
Anchoring and you:
The Anchor is the enemy that you apply your AoE debuffs too. Where the anchor goes is an area of safety for you and doom for your enemies. Needless to say you want all your enemies in that field.
If you solo, drop the anchor on a minion level enemy. This ensures that they are almost completely unable to affect you and you can haul them all over them map without fear. You know theyre the anchor and wont (usually) kill them by mistake.
On a team creating anchors is more problematic. Minions die too quickly and bosses are the number one target for the major damage dealers. I recommend using a lieutenant for the anchor, making sure you announce this to the party. If they kill the anchor too soon, oh well, they just made the fight harder, but you can say you tried.
Rad/Rad Gong-Fu: All your best attacks are short ranged: Cosmic Burst, Irradiate, A-Bomb, EM Pulse. Electron Haze to a lesser extent. That means that to be fully effective you need to be up close and personal. Thats OK, because you have agro from your anchor and anyone they affect with the debuffs, so you want to make sure that they STAY in that debuff when they attack you. So you hang out in Brute land and beat up the mobs, occasionally hitting Radiant Aura. You have passive defense (debuffs) but the true key to your Gong-fu mastery is the art of Active Defense- kill the mobs.
I know this guide is biased, but I hope youve found it of some use and perhaps source of amusement as well.
Please post any corrections to facts I may have missed or misrepresented and Ill edit appropriately. All opinions are mine alone.