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Posts
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Joined
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The June 2010 drivers from Creative Labs, along with a new install of Alchemy seems to have restored 3D sound.
The option isn't there, but it is back to actually behaving as it did before the patch.
I'd suggest trying things out and seeing for yourself. -
Interesting.
However it does not change the fact that 3D sound was working before today, and now it is only coming out of 2 of the 6 speakers.
Nothing else was changed.
EDIT: Ah, I wonder if it is a X-Fi thing. Guess I'll do some more digging. I'm also running Win7 (x64).
EDIT AGAIN: Looks likes there's a somewhat recent driver release. I'll post again after I've got it down and installed. -
I went through about a dozen different variants. Thanks for the comments and suggestions - I never thought about dropping Frag for Bile Spray.
I don't have a lot of cash, but I've been slowly working up after being gone for a year or so (which is why I avoided 6 slotting Shield Breaker IOs). It looks like Going Rogue will change that equation too, but I'm not up to speed on how one aquires the HO enhancements, so I shy away from using them.
TBH Golden, I'm hard pressed to accept the value of 6 slotting Stamina and Bane Spider Armor (I understand the logic, but just can't buy the economics of it), and dropping burst on a AT with poor single-target damage doesn't seem wise.
However, I do have the luxury of a few respecs and I'm not afraid to try out some builds and see how they play. That and I have another 15 levels to go
Thanks for the input! -
I was torn on the pets and the extra KB/Status resist from the Wolf Spider Armor.
I could 4 slot AB with Shield Breaker and 4 slot the pets with the Expediant Reinforcment set and stay at the cap. Alternatively, I could go for 2 Expediant Reinforcement and 2 Call to Arms (the triples from both sets - kinda pricey for the CTA set IIRC).
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This is mainly a support/team kind of build, with capped positionals and a bit over on ranged to give a little coverage for def debuffs that might get past, good mix of AoEs, team buffs and debuffs.
I've intentionally left a few slots marked at IO Defense Buff instead off LoTGs (still capped with LoTGs instead of the IOs), and skipped the Miracle/Numina's in Health due to the cost. Those are "in due time" upgrades as I'm still working on building funds.
I could also drop the Detonation from Venom for Posi's blast (but not Heavy Burst - the extra range increases the cone size and is more useful than the recharge from the set bonus IMO) and remain capped.
The last two slots (and arguably Assault) could be dropped in favor for other powers and there's enough wiggle room to work in a purple set or two.
Any glaring holes/tweaks/suggestions?
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Single Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(23), Achilles-ResDeb%(40)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50)
Level 2: Burst -- Ruin-Acc/Dmg(A), Ruin-Dmg/Rchg(5), Ruin-Dmg/EndRdx(5), Ruin-Acc/EndRdx/Rchg(7), Ruin-Acc/Dmg/Rchg(13), Achilles-ResDeb%(40)
Level 4: Combat Training: Defensive -- DefBuff-I(A)
Level 6: Hurdle -- Jump-I(A)
Level 8: Heavy Burst -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx/Rng(9), Det'tn-Acc/Dmg/EndRdx(9), Det'tn-Dmg/Rng(11), Det'tn-Dmg/Rchg(11), Achilles-ResDeb%(13)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(37)
Level 12: Combat Jumping -- DefBuff-I(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(50)
Level 14: Venom Grenade -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Dmg/EndRdx(15), Det'tn-Acc/Dmg(17), Det'tn-Acc/Dmg/EndRdx(21), Det'tn-Dmg/Rchg(29)
Level 16: Health -- Heal-I(A), Heal-I(34), Heal-I(34)
Level 18: Frag Grenade -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg(19), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(23), Posi-Dmg/Rng(31), FrcFbk-Rechg%(46)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(34)
Level 22: Mental Training -- Run-I(A)
Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(36), RedFtn-EndRdx(36)
Level 26: Wide Area Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(27), Enf'dOp-EndRdx/Immob(27), Enf'dOp-Immob/Rng(29), Enf'dOp-Acc/Immob/Rchg(33), Enf'dOp-Acc/Immob(50)
Level 28: Tactical Training: Assault -- EndRdx-I(A)
Level 30: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-DefDeb/EndRdx/Rchg(31), ShldBrk-Acc/DefDeb(31), ShldBrk-Acc/Rchg(42)
Level 32: Tactical Training: Leadership -- GSFC-Build%(A), GSFC-ToHit/EndRdx(33), GSFC-ToHit(39), GSFC-ToHit/Rchg(39), GSFC-Rchg/EndRdx(40), GSFC-ToHit/Rchg/EndRdx(48)
Level 35: Cloaking Device -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), DefBuff-I(48)
Level 38: Assault -- EndRdx-I(A), EndRdx-I(48)
Level 41: School of Sharks -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Arctic Breath -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(45), Det'tn-Dmg/Rchg(45), Det'tn-Dmg/Rng(45), Det'tn-Acc/Dmg/EndRdx(46), Det'tn-Dmg/EndRdx/Rng(46)
Level 47: Wolf Spider Armor -- S'fstPrt-ResKB(A)
Level 49: Build Up -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 6: Ninja Run
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The new 10.7 drivers for Windows 7 x64 have resolved this for my 5850.
I've got AA and AO both enabled and the tell-tale squares along the edges are gone. IQ is excellent.
EDIT: Oops - yeah, these were just released today -
Now linked in the Guides & FAQs post that is stickied here.
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I'd suggest:
Slot [13] Lev 22: Enervating Field
Slot [14] Lev 24: Tenebrous Tentacles
Slot [15] Lev 26: Night Fall
Slot [16] Lev 28: Lingering Radiation
Slot [17] Lev 30: Maneuvers
Slot [18] Lev 32: EM Pulse
Slot [19] Lev 35: Tactics
Slot [20] Lev 38: Black Star
Slot [21] Lev 41: Hover
Slot [22] Lev 44: Fly
Slot [23] Lev 47: Assault
Slot [24] Lev 49: Group Fly
Shuffle things that way. EF is a general boost to all damage, so it will help you level solo and help immensely in a group, and only takes 1 or 2 extra slots for End Reducers.
TT next to help you lock the mobs around the anchor, but it needs a few slots to either pack a punch via damage enhancers or lock them in place for a long time with immob duration enhancers.
Nightfall before LR, as LR works remarkably well even with a single slot while Nightfall needs slots to pack a punch.
Everything past 40 is candy for most builds. Consider getting Super Speed for the stealth component since you already have Hasten.
EF, TT and LR all fire remarkably fast, so lead with them unless you have stealth, then leading with Rad Infection is how I do things. The -def and -acc of RI makes everything that has an accuracy check land reliably while not taking many hits at all. -
NOTE 3: I reserve the right to be utterly dead wrong about Rad/Dark defenders from 40 to 50. (I won't be though)
I'm not wrong.
3 things post 40 worth noting:
1) AVs abound in missions and story arcs. Bring friends, have fun, no problems.
2) Damage is sliding off a bit. Bosses are starting to take a little longer to deal with, but nothing too serious yet.
3) You will learn to hate hold, sleep, disorient, and end drainers. One you can get protection from via Acrobatics, but the other three suck. You need to learn your enemies abilities and adapt accordingly.
Well, there is one other thing:
You will REALLY learn to hate Carnie Illusionsists. With a passion you never thought possible.
Still fun, can still easily solo and add significantly to a group. And I screwed up my build.
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Yeh...either take the random powrs you dinnt chose yet or hang till new ones come out.
Well, the problem is people are looking for build advice, and since nobody knows yet, I'm not offering any advice on what powers to take and how to slot them. -
Well, my current build looks like this:
Slot[01] Level 1 (Starting Primary) : Radiation Infection /Empty,Empty,Empty,Empty,Empty
Slot[02] Level 1 (Starting Secondary) : Dark Blast /Empty,Empty,Empty,Empty
Slot[03] Level 2 : Accelerate Metabolism /Empty,Empty,Empty,Empty,Empty,Empty
Slot[04] Level 4 : Moonbeam /Empty,Empty,Empty,Empty,Empty,Empty
Slot[05] Level 6 : Hover /Empty
Slot[06] Level 8 : Enervating Field /Empty,Empty,Empty
Slot[07] Level 10 : Radiant Aura /Empty,Empty,Empty
Slot[08] Level 12 : Hasten /Empty,Empty,Empty,Empty,Empty,Empty
Slot[09] Level 14 : Fly /Empty,Empty
Slot[10] Level 16 : Tenebrous Tentacles /Empty,Empty,Empty,Empty
Slot[11] Level 18 : Lingering Radiation /Empty,Empty,Empty
Slot[12] Level 20 : Gloom /Empty,Empty,Empty,Empty
Slot[13] Level 22 : Swift /Empty
Slot[14] Level 24 : Health /Empty
Slot[15] Level 26 : Stamina /Empty,Empty,Empty,Empty,Empty,Empty
Slot[16] Level 28 : Dark Pit /Empty
Slot[17] Level 30 : Choking Cloud /Empty, Empty
Slot[18] Level 32 : EM Pulse /Empty,Empty,Empty,Empty,Empty
Slot[19] Level 35 : Stealth /Empty
Slot[20] Level 38 : Blackstar /Empty
The order may not be right, but those are the powers I currently have. While I'm happy with it, the important question should be "Hey, what would you do now, knowing what you do?"
Slot[01] Level 1 (Starting Primary) : Radiation Infection /HitDeb,HitDeb,HitDeb,DefDeb,EndRdx
Holy Trinity Debuff #1.
Slot[02] Level 1 (Starting Secondary) : Dark Blast /Dmg,Dmg,Dmg,Dmg,Dmg,EndRdx
No choice. Basic blast.
Slot[03] Level 2 : Accelerate Metabolism /Rchg,Rchg,Rchg,Rchg,EndRec,EndRec
I think that I've got this balanced with Hasten to have both up 7x24 (or with trivial downtime). The various bonuses are listed elsewhere, and well worth the slots, most notably the recharge reduction and damage bonus.
Slot[04] Level 4 : Moonbeam /Dmg,Dmg,Dmg,Dmg,Dmg,EndRdx
Sniper shot, 175 range, interruptable, but the main punch of my single-target attacks. The interruptability is of little consequence - either you slow them with Lingering Radiation and you have enough time to read War and Peace between swings, or you have them lit up with Rad Infection and they aren't going to hit you 95% of the time.
Slot[05] Level 6 : Enervating Field /EndRdx,EndRdx
Holy Trinity Debuff #2.
Slot[06] Level 8 : Radiant Aura /Heal,Heal,Heal
The "Make people think I can heal" power. Used as a placebo in most groups, but it is a 250ish point PBAE-Heal.
Slot[07] Level 10 : Hover /Fly
Pre-req for flight. I also have a lot of fun baiting Juicer Freaks up high in the air, then "arresting" them and watching them fall aaaaaaaaaaaaaallllllllllllllllllllllllllllllllllll the way down. (teehee, oops!) More sport than anything else, but hey, if you're not having fun...
Slot[08] Level 12 : Lingering Radiation /Slow,Slow,EndRdx
Holy Trinity Debuff #3.
Slot[09] Level 14 : Fly /Fly,Fly
Fast enough for me. If you're rushed to get everywhere instantly and kill everything instantly roll a blaster. And get used to debt.
Slot[10] Level 16 : Tenebrous Tentacles /Immob,Immob,Rng(Cone),EndRdx
Immobilizes for a long time. The damage ticks are relatively slow so some of it is lost to natural mob regeneration. With both Hasten and AM running 7x24, you can immobilize bosses. Great fun against Paragon Protectors.
Slot[11] Level 18 : Hurdle /Jump
Slot[12] Level 20 : Health /Heal
Slot[13] Level 22 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
The no-brainer (and its pre-reqs). Rad/* Defenders chew through endurance like mad. Rad/Dark is no exception.
Slot[14] Level 24 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg
See comments on AM. It now has a small defense bonus that is not worth enhancing.
Slot[15] Level 26 : Super Speed /EndRdx
Used primarily for the minor stealth component to dodge unwanted aggro, and for stealth bombing. If we had unlimited PP picks, I'd go with stealth instead to work up to Phase Shift (which may prove to be very useful in PvP later). Since they are limited, I'll go this way instead.
Slot[16] Level 28 : Night Fall /Dmg,Dmg,Dmg,Dmg,Rng(Cone),EndRdx
AE (Cone) damage, which is preferable in groups.
I slot End Reducers in all my offensive powers because a Rad/Dark defender will spend more time doing damage to "arrest" vis-a-vis a blaster who will spend more time between fights. Others may disagree, but since we're more geared towards damage over time (not DOT Powers, but spread out over a greater timespan) than First-Strike damage like blasters (who can decimate a group in seconds, otherwise THEY get decimated usually), the minor loss of damage per hit is worth the ability to keep blasting longer with all the toggles up.
Slot[17] Level 30 : Maneuvers /DefBuf,DefBuf,DefBuf,EndRdx
It was a tossup here - I've been debating going the boxing/tough/weave route for the Smash/Lethal resists. Maneuvers gives a tad more defense than Weave (for defenders), but no resistances. It opens up tactics however, and it also helps the group.
Slot[18] Level 32 : EM Pulse /Acc,Hold,Hold,Hold,Rchg
The massive AE hold for Rad defenders. Not to be missed. Last a long, long LONG time. I can pick apart fair sized groups (10ish MOBs) without them fighting back at all.
Slot[19] Level 35 : Tactics /HitBuf,HitBuf,HitBuf,EndRdx
Does two things - helps me by reducing the need for acc enhancers in most powers, and helps the group. Rad Infection has the same effect really.
Slot[20] Level 38 : Blackstar /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
Sheer fun eye-candy-with-blow-crap-up-effect. Appears to have two radi of effect - a primary that does about 150 UNENHANCED damage, 60 neg 60 neg 30 smash (that's before AM and EF, on a white con minion) and a secondary radius that only does one negative one smash damage (60 neg/30smash). Even with a single damage SO, it works wonders with EM Pulse and Stealth. Stealth "Bombing" by opening with EM Pulse (which doesn't drain all your end), getting in close to the pack, turning on EF, then letting Blackstar loose should, once enhanced a bit, drop even-con minions.
What about post-40?
I've got 10 slots and 4 power picks to spare, but I'm not going to commit to those power selections as there may be new and exciting choices to take. -
I hate looking for my own posts, or making other people look for them when they ask.
Easier to find them when they're on the first page. -
Yes, this is THE post. Not a FAQ, not a Guide, but the post. I'm sure it will get buried soon enough...
So mister DNA, what is a rad/dark defender?
It is a defender build that doesn't need a group, but can really shine in a group if you want. It is a great build for the self-directed player that wants to log on and do something. You can solo missions - even some of the bugged ones with higher than expected bosses. You can solo hunt everything that doesn't come in a huge pack (5+), and even then you can sometimes pull that off.
What a rad/dark defender isn't?
A blaster. Blasters are weak sissies that hit harder and some have nice AE attacks. Rad/Dark defenders are light on the AE, but we aren't half the sissies that blasters are. Blasters get hit once and they run away like they've had a limb hacked off. Rad/Dark defenders can play footsie with Freakshow tankers without panicing, but blasters can take out a pack of minions like nobody's business. Beating up minions by the dozen isn't what makes a hero a superheo. Beating up bosses is.
So what's the important stuff from the Radiation line?
There are a few important things in the primary line, and we'll start with the holy trinity of "Make a bunch of creeps behave like a pack of wussies" debuffs - Radiation Infection (1), Enervating Field (6), and Lingering Radiation (12). These are important powers that you really should pick up as soon as they open up. Let's look at them individually:
Radiation Infection - A toggle Accuracy and Defense debuff. A toggle debuff is one that is centered around a single target, and any creep in range will also be affected by it. It has a fairly low endurance drain and a moderate recharge after it is either turned off or the target is killed. The accuracy debuff component means you (or your friends) won't get hit much, and enhanced with 3-4 ToHit Debuffs will make most similar level mobs miss the bulk of their attacks.
Enervating Field - A toggle Damage and Resistance debuff. This puppy drains your endurance like its going out of style, but it is worth it as it scales up to 40% - meaning creeps do 40% less damage while you do 40% more. The downside is neither attribute can be enhanced - so you don't need to commit a lot of enhancement slots to it, and you'll only need to bother with 2-3 Endurance Reducers.
Lingering Radiation - A fire-and-forget AE Movement Rate and Attack Rate debuff. For you EQ nuts - it is Turgur's with a Snare. However, unlike toggles which never miss - LR has a to-hit roll, so you'll need to make sure you invest in at least an Accuracy enhancer. Slow enhancers aren't a waste, but no need to go overboard as there is a cap at 10%. 3-4 slots will make LR have the punch it needs.
So what else in the Radiation line is worthwhile?
EM Pulse - Your 32nd level power pick - no, really, take it at 32nd level no questions asked. It is a massive radius PBAE Hold that can last up to 40-50 seconds on same-level targets. The downside being it has a 5m recharge and prevents you from recovering endurance for 15ish seconds. Tack some Accuracy, Hold Duration, and a Recharge Reducer into it and it becomes a nice punch to utterly cripple a whole wack of creeps.
Accelerate Metabolism - A superb buff that increases everything and the kitchen sink for everone around you. None of the buff effects alone are remarkable, rather it is the fact it improves your endurance recovery, damage, resistance to status effects (hold, immob, sleep, disorient), running speed and recharge rate for all powers. The downside is the long timer on it - it takes 6 SO Recharge Reducers to have it up all the time. Consider doing that, but also consider other powers that reduce recharge time.
Radiant Aura - Your basic PBAE heal. Handy in a pinch, handy in group, but don't worry too much about it. A heal, a recharge, and an end reducer is sufficient. You could actually live without this power, but its a nice way to save on heal insps which you never seem to have when you need. Don't go overboard with heal enhancers as a Recharge Reducer also increases your healing potential, and the END cost on it isn't tiny. IMO, A heal, a Recharge Reducer and an End Reducer make for the best slotting of Radiant Aura. More if your group more, less if you solo more.
Mutation - The best combat rez in the game, hands down. Unless you expect to be in a party that dies a lot, you don't need to put many enhancer slots in it. Despite being the best combat rez in the game. It is still a combat rez. Which translates into "you effed up on something" - an innocent mistake, or you did something stupid. Its an optional power.
Skip the rest of the Rad line - Choking Cloud and Fallout. Search this forum to find out why - no need to flog the dead horse.
How about the Dark Blast line?
Dark Blast - Thou dost not have a choice about this. Its a basic blast. Enhance it a bit, but skip the ToHit Debuff enhancers. Consider the debuff component to be a nice bonus, with the damage being what is really important. Why is that? You don't need to debuff dead guys.
Gloom - A high damage DoT. Upside? Its a fast acting DoT. Downside? It is a DoT. DoTs don't go over well in groups when you're killing fast. Its good if you solo more than group. Skip it if you intend on grouping more.
Moonbeam - This is what you will be doing damage with once you get it. Rad Infection means you don't need to worry much about getting interrupted, and the damage on sniper shots is very good. Slot it up good with Accuracy and Damage and impress people on the forums with screenshots of doing 400 damage
Dark Pit - Nice power, wasted on a Rad Defender with EM Pulse. Skip it. Let the poor Empath defenders pick it instead.
Teneborous Tentacles - Argued to be the best power in the dark blast line. Immobilize with damage in a wide but short range cone. This power makes keeping creeps bunched up so they're all nicely radiated quite easy. Accuracy and Immobilize Duration work best, but damage enhancers are not wasted on this power. Consider six slots here.
Night Fall - A narrow but long range cone attack that does DoT damage. Base damage is slighly more than TT, so it will ramp up better than TT for damage when enhanced. The two work well in combination with each other - you keep them in place, radiated, and blast them with Night Fall.
Torrent - Skip it. Knockdown and Radiation don't mix well since you want to keep things tightly packed and radiated, spreading them out isn't something that goes well.
Life Drain - Skip it if you have Radiant Aura, its a loooong wait to pick up if you don't. Radiant Aura never misses, Life Drain will.
Blackstar - PBAE damage, and lots of it, but drains you dry of all your endurance. Of course, you can increase the damage is does by 40%, and if everything is held because of EM Pulse, does the endurance drain matter much? Probably not. Besides, you will have a few inspirations slots kicking around, why not use them?
As for slotting for damage - if you solo more, you'll want to focus on damage output, which means putting slots into your offensive powers. If you group more, focus on the group tools - TT, Nightfall, and Dark Blast.
This is all fine and dandy, but how do I level?
Step 1: Hit a bunch of creeps with Radiation Infection.
Step 2: Target a creep that is not your radiation infection "anchor".
Step 3: Turn dark blast on auto-attack.
Step 4: Get a good book and start reading.
Step 5: Target the next creep.
Step 6: Repeat ad nauseum.
No, I'm not joking. You can level exclusively off of Radiation Infection and Dark Blast. It would be as boring as watching paint dry, of course. Obviously, with RI up you can also blast things with Moonbeam. So do that. You can turn EF on to get 40% more out of it. Might want to give that a try too. LR makes it much easier to run them down when they give up wiffing and run away. While some ATs focus more on killing lower levels en masse, a R/D defenders can have fun with mobs 2-3 above them once adequately debuffed. Fear is for Blasters and Scrappers - debuff it and give it a try, after all, its moving so slow even your grandma could get away from it.
When you're in a group, you'll either need to learn people how not to kill your radiation anchor, or you'll need to learn how to pick innocuous targets so they end up dying last (instead of first). Enervating Field fires very quickly and provides an instant 40% boost to damage - start with this one, followed by RI or LR, depending on how long the MOBs last. In a blaster-heavy AE group, you'll be lucky to get anything more than EF off. Against higher level targets, Rad Infection will help lower levels hit creeps. LR simply reduces the damage potential of anything it hits by a lot.
Hey, wait one second - how about power pools?
Take a travel power, get it by 14 if you intend on doing any kind of soloing. There are ups and downs for each form, but I'm a big fan of Flight. Cutting to the chase though - you will travel in this game. You will not always have someone who will teleport you. You will be traveling a lot.
The Fitness pool for Stamina is almost a no-brainer. Even with AM up 7x24, Stamina gives you more endurance. More endurance means more blasting and/or more debuffing. Rad/Dark Defenders do both. A lot. Get Stamina.
Hasten, from Super Speed, means your blasts cycle faster, which means more damage output, and fast cycling on those long timer powers like EM Pulse, AM, and Blackstar.
The Leadership powers are done best by a Defender, which means they're a good pick. Maneuvers provides almost the same level of defense bonus as Focused Fighting. You can either not socket them and just run them as extra bonuses, or heavily socket them for some real defense or accuracy bonus. Your friends will like you. Vengeance isn't worth it at the moment. Might change. Might not.
Stealth can be a useful thing, especially if you solo. Phase Shift is not to be underestimated - especially considering the potential for PvP.
Fighting is not a great choice but not a horrible one. Tough is a nice bit of Smash/Lethal resistance which is fairly common from 14-40. Weave provides some extra defence.
Medicine? Now THIS would be a bad power pool choice. Presence as well unless you want a few fear powers.
So there you go, and the first time some pansy-arsed scrapper tells you to shut up and heal, mock him for his wussy damage output
NOTE 1: All spelling misteaks aer intenitional.
NOTE 2: Subject to change.
NOTE 3: I reserve the right to be utterly dead wrong about Rad/Dark defenders from 40 to 50. (I won't be though)