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Posts
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Joined
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I amend my last statement. "Nice heals" is good to say to a tank, who heals himself for more than you will ever be able to heal him for, possibly Absorb Pain notwithstanding. :-)
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You shouldn't say "nice heals" to anybody. Ever. Even empaths, since if that's all they're doing, you should kick them. :-)
But in answer to your question, I say, "Thanks for bringing the Rain." -
Actually, don't forget that resistance debuffs effectively 'buff' themselves.
So using Shriek 4 times with Enervating Field running doesn't yield a blank 110% buff, each debuff effectively separately multiplies your damage : 1.3 (EF) * 1.2 * 1.2 * 1.2 - which comes out to about 124% damage increase rather than 110%.
Unresistible Resist Debuffs Buff Resistible Resist Debuffs.
Hoo-ah for Rad/Sonic. -
If you're teaming with Scrappers though, they have a higher damage cap. Brutes, an even higher damage cap.
Solo, you're not likely to get groups bigger than maybe five or six in your missions unless you herd them together somehow. The 97% damage from enhs lets you cap with only +200%, so you only need six mobs rather than ten. Or, the normal three-mob spawn since you can double stack it.
*shrug* YMMV. True kinetics don't tell other kinetics how to play... they're too busy bouncing off the walls and flipping out on stuff. :-) -
One really important tip I can give you for any Rad in the late-game IO slotting game: Lockdown. Put it in Choking Cloud. Not the whole set. Two End Redux, Two Holds, The Lockdown End/Rech/Hold, and the Lockdown Proc (+2 Hold Mag).
I cannot tell you how often this will save your [censored] in the middle of spawns with bosses in it. Even the slight respite that 15% chance for an 11 second hold gives you can be a godsend versus pesky bosses, and that slotting will nearly max the effective endRdx and Hold Time that you get.
For the extra recharge you'll need, I highly recommend things like Red Fortune. You can slot it in pool powers like Combat Jumping and Stealth, and it's quite cheap to build.
Since you want pure damage, I'm going to guess you're going with Dark Mastery Epic Pool. Forget slotting accuracy in Soul Drain, instead use 3 damage and 3 recharge, and you'll be able to start nearly every engagement with it. An extra AoE on a Rad/Rad is always sweet.
For IO Sets, the Achilles' Heel procs are good; however they're only a 20% chance for the increased damage output. That means you need to get five attacks every ten seconds, on average, to keep it up all the time. This is only really feasible if your attack chain is Neutrino Bolt. However, you can keep it up MOST of the time, if your attack chain, like mine, consists of Irradiate/Neutron Bomb/Cosmic Burst most of the time, you will get one cycle and start another within the 10s time limit. -
I use the "Teleport Mode" idea, but instead of RControl+RShift, I bound it to lbutton+rbutton - which normally makes you run forward. Since I already have wasd and r to make me run, I didn't think I needed these, and having my "toggle teleport mode" there allows me to teleport without touching anything but the mouse... truly one-handed control.
Also, I use rbutton in teleport mode to bind a camdist adjustment (wide area viewing) and activate the power - so that I rclick, look around where I want to go, and then lclick to get there. Then when I'm done 'porting, I click both together (lclick first) and switch back to non-teleport mode. -
Yes, my fault. Invariably when doing fixes I find some typo that made it in. It should read:
Cosmic Burst:
Recommended Slotting: 1 Acc, 3 Dam, (1 Range, 1 Rech) OR (2 Rech)
Good catch, and thanks. -
To TxCelt: Where are dur enhancements sold? I want them!
Secondly, to all: I have updated my guide for I10 and incorporated many of the fixes located in this thread as well as given some thought to IO slotting. The new guide is linked in my Sig. -
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PART IV: THE GOAL BUILD
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I chose Dark Mastery (after switching to Psi for I8 I'm back to Dark for I9/10). Also, thanks to a ridiculous amount of money spent on IOs, perma-hasten and perma-AM are back, and endurance problems have gone the way of the dodo. This build, thanks to a ridiculous amount of set bonuses, can do things that my old ones never could. So my final build looks something like this:
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Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
Fallout Phil: Level 50 Technology Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Radiation Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Concealment
Power Pool: Teleportation
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Radiation Infection -- HO:Enzym(A), HO:Enzym(3), HO:Enzym(3)
Level 1: Neutrino Bolt -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(5), Decim-Dmg/Rchg:40(5), Decim-Acc/EndRdx/Rchg:40(7), Decim-Acc/Dmg/Rchg:40(7)
Level 2: Accelerate Metabolism -- RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9), EndMod-I:50(11), EndMod-I:50(11), EndMod-I:50(13)
Level 4: Irradiate -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(34), Sciroc-Dmg/Rchg:50(34), Sciroc-Acc/Rchg:50(43), Sciroc-Acc/Dmg/EndRdx:50(46), RechRdx-I:50(46)
Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(33), Jump-I:50(43)
Level 8: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(13), EndRdx-I:50(15)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(17), RechRdx-I:50(36), RechRdx-I:50(42)
Level 12: Lingering Radiation -- TmpRdns-Acc/Slow:50(A), TmpRdns-Acc/Dmg/Slow:50(17), TmpRdns-Acc/EndRdx:50(19), TmpRdns-EndRdx/Rchg/Slow:50(19), TmpRdns-Rng/Slow:50(21)
Level 14: Super Speed -- Run-I:50(A)
Level 16: Radiant Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(21), Dct'dW-Heal/Rchg:50(23), Dct'dW-Heal/EndRdx/Rchg:50(23), Dct'dW-Heal:50(25)
Level 18: Health -- RgnTis-Heal/EndRdx:30(A), RgnTis-EndRdx/Rchg:30(25), RgnTis-Heal/Rchg:30(27), RgnTis-Heal/EndRdx/Rchg:30(27), RgnTis-Regen+:30(29), Numna-Regen/Rcvry+:50(29)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(31), EndMod-I:50(31)
Level 22: Stealth -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(31), RedFtn-Def/EndRdx/Rchg:50(33), RedFtn-Def:50(33), RedFtn-EndRdx:50(39), RedFtn-EndRdx/Rchg:50(40)
Level 24: Aim -- RechRdx-I:50(A)
Level 26: Choking Cloud -- HO:Endo(A), EndRdx-I:50(34), EndRdx-I:50(36), EndRdx-I:50(37)
Level 28: Cosmic Burst -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(37), Decim-Dmg/Rchg:40(37), Decim-Acc/EndRdx/Rchg:40(39), Decim-Acc/Dmg/Rchg:40(39), RechRdx-I:50(43)
Level 30: Invisibility -- LkGmblr-Rchg+:50(A)
Level 32: Recall Friend -- IntRdx-I:50(A)
Level 35: Neutron Bomb -- Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(36), Posi-Dmg/EndRdx:50(40), Posi-Dmg/Rchg:50(40), Posi-Dmg/Rng:50(42)
Level 38: Grant Invisibility -- LkGmblr-Rchg+:50(A)
Level 41: Dark Consumption -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Dark Embrace -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(45), ImpSkn-Status:30(46), S'fstPrt-ResDam/Def+:30(50)
Level 47: Soul Drain -- RechRdx-I:50(A), RechRdx-I:50(48), Sciroc-Acc/Rchg:50(48), Sciroc-Acc/Dmg:50(48), Sciroc-Dmg/Rchg:50(50), Sciroc-Dmg/EndRdx:50(50)
Level 49: Mutation -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+2% DamageBuff[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+6.13% Defense(AoE)[*]+5.4% Max Endurance[*]+27% Enhancement(Accuracy)[*]+8% Enhancement(Heal)[*]+65% Enhancement(RechargeTime)[*]+1.5% Enhancement(Slow)[*]+63.3 (5.25%) HitPoints[*]+MezResist(Confused) (Mag 30%)[*]+MezResist(Held) (Mag 30%)[*]+MezResist(Immobilize) (Mag 37.7%)[*]+MezResist(Sleep) (Mag 32.2%)[*]+MezResist(Stun) (Mag 30%)[*]+MezResist(Terrorized) (Mag 32.2%)[*]+4% Recovery[*]+20% Regeneration[*]+4.1% Resistance(Fire)[*]+4.1% Resistance(Cold)[*]+6.25% Resistance(Negative)[*]+4% RunSpeed[*]+2% Debt Protection[/list]------------
[u]Set Bonuses:[u]
[u]Decimation[u]
(Neutrino Bolt)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.75%)[*] +13.6 (1.13%) HitPoints[*] +2.25% Max Max Endurance[*] +6.25% Enhancement(RechargeTime)[/list][u]Scirocco's Dervish[u]
(Irradiate)<ul type="square">[*] +10% Regeneration[*] +3.13% Resistance(Negative)[*] +9% Enhancement(Accuracy)[*] +3.13% Defense(AoE)[/list][u]Tempered Readiness[u]
(Lingering Radiation)<ul type="square">[*] +1.5% Recovery[*] +1.5% Enhancement(Slow)[*] +0.9% Max Max Endurance[*] +3.75% Enhancement(RechargeTime)[/list][u]Doctored Wounds[u]
(Radiant Aura)<ul type="square">[*] +MezResist(Terrorized) (Mag 2.2%)[*] +1.26% Res(Fire, Cold)[*] +4% Enhancement(Heal)[*] +5% Enhancement(RechargeTime)[/list][u]Regenerative Tissue[u]
(Health)<ul type="square">[*] +4% RunSpeed[*] +18.1 (1.5%) HitPoints[*] +4% Enhancement(Heal)[*] +5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Stealth)<ul type="square">[*] +7.5% Enhancement(RechargeTime)[/list][u]Red Fortune[u]
(Stealth)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +1.26% Res(Fire, Cold)[*] +2% DamageBuff[*] +5% Enhancement(RechargeTime)[/list][u]Decimation[u]
(Cosmic Burst)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.75%)[*] +13.6 (1.13%) HitPoints[*] +2.25% Max Max Endurance[*] +6.25% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Invisibility)<ul type="square">[*] +7.5% Enhancement(RechargeTime)[/list][u]Positron's Blast[u]
(Neutron Bomb)<ul type="square">[*] +2.5% Recovery[*] +1.575% Res(Fire, Cold)[*] +9% Enhancement(Accuracy)[*] +6.25% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Grant Invisibility)<ul type="square">[*] +7.5% Enhancement(RechargeTime)[/list][u]Impervious Skin[u]
(Dark Embrace)<ul type="square">[*] +MezResist(Sleep) (Mag 2.2%)[*] +18.1 (1.5%) HitPoints[*] +2% Debt Protection[*] +5% Enhancement(RechargeTime)[*] +MezResist(Confused) (Mag 30%), +MezResist(Held) (Mag 30%), +MezResist(Immobilize) (Mag 30%), +MezResist(Sleep) (Mag 30%), +MezResist(Stun) (Mag 30%), +MezResist(Terrorized) (Mag 30%)[/list][u]Steadfast Protection[u]
(Dark Embrace)<ul type="square">[*] +3% Def(All)[/list][u]Scirocco's Dervish[u]
(Soul Drain)<ul type="square">[*] +10% Regeneration[*] +3.13% Resistance(Negative)[*] +9% Enhancement(Accuracy)[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />
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PART V: PLAYING THE BUILD
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You'll be using most of the same tactics from lvl 1 onward. Open the battle with Radiation Infection, and Enervating Field.
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You'll take less damage less often this way. Although it will be greatly more effective at lvl 22 than at lvl 1, it's a tactic that will serve you well in the beginning. You will get hit about as much and for as much damage as any tanker at the low levels, but can heal yourself as regularly as you like.
After you get used to that, you'll learn to use terrain to group up your enemies, clearing line of sight, and drawing aggro onto your terms. The key here is tight groups of enemies; any outside your debuff cloud will be doing their full unmitigated damage to you. As long as you can keep them clumped together, you're about as survivable as most Scrappers. If you can't, well, you're just as squishy as the rest of the squishies.
After you reach the goal build (lvl 48+) you will toss up RI and EF, waltz into a mob with Choking Cloud running, then hit Aim + Soul Drain and then cycle Irradiate and Neutron Bomb till all Lt's and lower are dead. Then you'll switch to Cosmic Burst for finishing off the bosses. Use Cosmic Burst while Irradiate + Neutron Bomb recharge. This build has so much built-in recharge that Cosmic Burst will recharge in an amazing 2.5 seconds, and Irradiate and Neutron Bomb will recharge in a little over 5s. If a debuff is being generated by a boss (like a Death Mage's Darkest Night), it'll go away when you hit them with the 2nd Cosmic Burst.
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PART VI: TIPS AND TRICKS
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When teaming, always anchor your debuffs on Lieutenants or, preferably, Snipers (who will never run away) if engaged near them. Single target guys (like most scrappers and some blasters) will almost always kill bosses first. Likewise, AoE guys (most blasters and some scrappers) will kill the minions first. Lt's are usually the last to die. You will appreciate the results of training your regular groups to do this when you get to fighting Nemesis soldiers, whose Lt's give out Vengeance when they die.
Always make sure AM is up before a fight. Having Perma-AM (It's perma again!) is nifty, but not if you don't remember to re-cast it. As soon as you see Hasten go up again, stop what you're doing, and re-cast AM. DON'T WAIT for your team to gather, just try to be near most of them if you can. Its radius is pretty big - if they want the buff, they'll have to learn to stick together with the rest of the team.
As always, I'll be looking forward to seeing comments and suggestions! -
I've updated my Rad/Rad guide for I10:
DodgerTA's Rad/Rad I10: A Twink's guide -
I've updated my Rad/Rad guide:
DodgerTA's Rad/Rad I10: A Twink's guide -
Welcome to the Updated Rad/Rad Defender guide for I10. Most of the numbers included in this guide have come from the Prima guide; I have modified the numbers included in that guide for Corrupters based on extrapolating them mathematically to their baselines and applying Defender modifiers. All the build advice and play advice is geared toward Defenders; so Corrupters who choose to take any of it, YMMV.
The reference for relative numbers here is the City of Data, which has charts and info for damage/heals/etc for all AT's. Any number marked as a "Scalar ... Value" means a lookup on that chart for your appropriate level/AT to see what you'd get out of the power.
New for this guide is my discussion of IOs and in addition, every power has a "Recommended Premium Slotting" - which is to say, if you're willing to spend lots of money/time, that's my recommendation.
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PART I - RADIATION EMISSION
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The powers in the radiation emission primary are diverse and powerful. There are a few disadvantages, but all in all it is probably the most versatile of the defender sets.
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Radiant Aura
A solid AoE heal, RA heals for ~13.2% of your HP in a 20-25ft AoE centered around the caster. Even if you don't want to be known as a healer, I recommend you take, and slot, this power. It will help you personally a lot in later levels.
Endurance Cost: 13
Base Heal at 50: 133.86
Duration: Instantaneous
Recharge Timer:8s
Radius: 25'
Activation Time: 3s
Scalar Healing Value: 1.0 - Heals based on Table Lookup:
Defenders: 133.4 at lvl 50
Recommended Slotting: 3 or Heal, 1 EndRdx
Recommended Premium Slotting: Any 5 Doctored Wounds
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Radiation Infection
The single most important power in the radiation line. Provides a 31.2% base debuff to enemy accuracy and defense. NOTE: With this build, slot ToHit Debuffs rather than Defense Debuffs. You WILL NOT NEED to enhance its defense debuff but if you have Hami-O's you'll notice an improvement in accuracy.
Endurance Cost: .3 Endo/sec
Base Effect: 31.25% Acc and Def debuff (Subtracts 31.2 from enemy base to-hit and defense numbers)
Duration: Toggle
Recharge Timer:8s
Radius: 15'
Range: 70'
Activation Time: 3.1s
Recommended Slotting: 3 ToHit Debuff, 1 EndRdx
Recommended Premium Slotting: 3 Hami-O (ToHit and Defense DeBuffs and Endurance)
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Accelerate Metabolism
The single most eclectic buff in the game, this is a must-have gem. It provides: a 30% increase to endo recovery, a 30% reduction in recharge times, a 173% reduction in status duration (status effects on you last about 1/2 as long), and a 25% damage buff as well as increasing Run and Flight speed by 30%. Three recharge slots will give a short downtime but allow additional endo recovery.
Endurance Cost: 24
Duration: 2m
Recharge Modifier: .3
Base Endo Rech: .501 endo/sec
Recharge Timer: 422s
Radius: 25'
Activation Time: 2s
Recommended Slotting: 3 Rchg, 3 EndRec
Recommended Premium Slotting: 3 Rchg IO, 3 EndRec IO
___________________________________42.49 > 55.25
Enervating Field
This is the '2' in your 1-2 debuff combo. Enervating field provides a ~25% base debuff to enemy damage and a 30% base debuff to enemy damage resistance. Interestingly enough, this damage reduction works out to the same amount of resist Tough will give you, only since it's damage debuff and not resist, will work against all damage types. The resistance debuff increases your own damage output (and that of anybody hitting any of the affected targets) increasing your total damage output by 30%, even if your damage is already 'capped'.
Endurance Cost: .5 Endo/sec
Base Damage Reduction at 50: 25%
Base Damage Increase at 50: 30%
Duration: Toggle
Recharge Timer: 8s
Radius: 15'
Range: 70'
Activation Time: 1.5s
Recommended Slotting: 3EndRdx
Recommended Premium Slotting: 3 EndRdx IO
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Mutation
An excellent combat resurrection, Mutation raises the target hero with full HP and Endo and provides the following benefits for one minute: A 1.0 recharge reduction (cutting any power not slotted for recharge's timer in half), a 100% increase in endo recovery, and a 50% increase in damage, as well as a 37.5% accuracy buff.
After the initial 90s super-buff period, there is a 45s period where there is a 50% damage reduction and a 37.5% accuracy debuff. After this period, the player is returned to normal.
Endurance Cost: 26
Damage Buff: +50%
Recharge Buff Modifier: 1.0
Base Endo Rech: 3.34 end/sec
Duration: 90s
Recharge Timer: 180s
Activation Time: 3.2s
Recommended Slotting: 1 Rech
Recommended Premium Slotting: 1 IO Rech
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Lingering Radiation
This buff provides a base 75% reduction in enemy movement speed and 50% reduction to attack rate. Slow enhancers can be slotted, but only modify the movement speed debuff. It also applies a 50% reduction to critter regen, or 90% regen reduction to other players in PVP.
Endurance Cost: 15.6
Duration: 30s
Recharge Timer: 90s
Radius: 25'
Range: 80'
Activation Time: 1.5s
Recommended Slotting: 1 Acc, 3 RechRdx, 1 EndRdx
Recommended Premium Slotting: Any 5 Tempered Readiness
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Choking Cloud
This power has a 50% chance to hold any enemy in its area of effect for five seconds at Mag 2, and 80% chance to hold at Mag 1. Every five seconds it rolls a new to-hit roll on every enemy. Hold Duration enhancements will allow most mobs to be perma-held with this power, although there will always be enemies missed occasionally.
Endurance Cost: 4.2 every 5 seconds
Base Hold at 50: 6.2s seconds
Base Hold Mag: 2 (50%), 1 (80%)
Duration: Toggle
Recharge Timer: 90s
Radius: 15'
Activation Time: 2s
Recommended Slotting: 3 Hold, 3 EndRdx or 3 Hami-O (acc/hold), 3 EndRdx
Recommended Premium Slotting:
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Fallout
This power uses a friend's corpse as a bomb with a small radius of effect. The animation looks much like Mutation. The damage is excellent and is available once every five minutes. This does damage comparable to an alpha-strike power (nova, atomic blast, etc) but can ONLY be targeted on a fallen teammate. It also does a cornucopia of other things now, including: 37.5% To-Hit buff for 30s, 37.5% Defense DeBuff for 30s, 50% DamRes debuff for 30s. In PvP, this is all irresistible debuff.
Endurance Cost: 20.8
Duration: Instantaneous
Recharge Timer: 300s
Range: 60'
Activation Time: 3.2s
Damage Scalar Value: 6.74 energy
Recommended Slotting: Not recommended, however, anything less than 1 Acc 3 Dam is a waste IF you decide you want this power.
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EM Pulse
A very solid, HUGE AoE hold. This power holds most mobs it its for a base of 45s. It is a magnitude 3 hold (will hold lts) and has a 50% chance of adding another magnitude 1 hold (for Mag 4, allowing it to hold bosses). Using it turns off your endo recovery for a while, so be careful with it. It also drains 62.5 points of endurance to critters, and 20 from players in PvP. In PvP, the hold's duration is lessened to 15.9s base.
Endurance Cost: 30
Duration: 23.84 base
Recharge Timer: 5m
Radius: 60'
Activation Time: 2s
Damage Scalar Value: 1.64 energy
Recommended Slotting: Not Recommended, but if taken, 3 Rech, 3 Hold
Recommended Premium Slotting: 6 Ghost Widows Embrace
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PART II - RADIATION BLAST
___________________________________
The Radiation Blast secondary is likewise one of the most versatile for Defenders. It has excellent capacity for single-target AND AoE damage, as well as a built-in defense debuff and (in most powers) an innate accuracy bonus. I personally do not slot accuracy because I never need it, and we'll see why in a moment. Defense debuff numbers are best-guess since accuracy is so hard to measure adequately.
___________________________________
Neutrino Bolt
A very fast, low damage power, a bolt from the hand. Its DPS is fairly impressive alone because of the quick recharge, but even with its quick casting time, it will lower the DPS in an attack chain more than any other attack. It has a built-in 12.5% defense debuff which lasts 3 seconds.
Endurance Cost: 3.1
Duration: Instantaneous
Recharge Timer: 1.5s
Range: 80'
Activation Time: 1s
Damage Scalar Value: .6 energy
Recommended Slotting: 1 Acc, 3 dam, 1 Rng, 1 EndRdx
Recommended Premium Slotting: 5 or 6 Decimation
___________________________________
X-Ray Beam
Lasers from the eyes! A decent damage power that can and will help you in the low levels. It has a good range as well as an innate to-hit bonus (+10% - 85% base to-hit) and a built-in 25% defense debuff which lasts for 6 seconds.
Endurance Cost: 5.2
Duration: Instantaneous
Recharge Timer: 4s
Range: 80'
Activation Time: 1.7s
Damage Scalar Value: 1.0
Recommended Slotting: 3 Dam
Recommended Premium Slotting: Not recommended, but if taken, 5 Decimation (NO Chance of Buildup)
___________________________________
Irradiate
The bread-and-butter of the AoE build, Irradiate is a small self-centered explosion of radiation which does approximately X-Ray Beam damage in a Point Blank AoE radius (About 20 feet), and couples it with a 10% innate accuracy bonus (85% base acc) and a 37.5% defense debuff which lasts 10 seconds. With Radiation Infection and Irradiate, enemy defense is lowered so much you'll rarely miss even unslotted for accuracy. A very fast activation time (~1s) makes this power even better.
Endurance Cost: 18.5
Duration: 4.6s
Recharge Timer: 20s
Radius: 20'
Activation Time: 1s
Damage Scalar Value: 1.0 (10 ticks of .1)
Recommended Slotting: 3 Dam, 2 Rech, 1 EndRdx or 3 Hami-O Acc/Dam, 2 Rech, 1 EndRdx
Recommended Premium Slotting: 1 Hami-O (ToHit and Defense Debuffs and Acc), 5 Scirocco's Dervish (NO Chance for Lethal damage)
___________________________________
Electron Haze
A billowing green cloud that deals very decent damage, EH is a cone attack with knockback. The knockback is unreliable (5-10% chance). It does better damage than your other 2 AoE attacks, but is slow to activate (2.5-3 seconds of animation lock) making its cone nature harder to use. It carries a 10% innate accuracy bonus and a 25% defense debuff which lasts for 8 seconds. 25% chance for knockback of 8' vs critters.
Endurance Cost: 15.2
Duration: Instantaneous
Recharge Timer: 16s
Radius: 40'
Range: 40'
Arc: 30 degrees
Activation Time: 2.3s
Damage Scalar Value: 1.35
Recommended Slotting: 1 acc, 3Dam, 1 rech, 1 EndRdx
Recommended Premium Slotting: 4 Cleaving Blow
___________________________________
Proton Volley
The niftiest sound in CoH. This power fires four large green balls of radiation toward your target for superior damage. It has a 20% base accuracy bonus and a built in 10% defense debuff which lasts for 5 seconds. Slotted with 1 interrupt reducer, the interrupt time is ~1 second, after which you can move around freely and the attack will still go off as long as you have a Line of Sight to your target when it completes.
Endurance Cost: 14.4
Duration: Instantaneous
Recharge Timer: 12s
Range: 150'
Activation Time: 1.33s
Interrupt Time: 3s
Damage Scalar Value: 2.8 (.7 * 4)
Recommended Slotting: 3 Dam, 1 InterruptRdx, 1 EndRdx
Recommended Premium Slotting: Any 5 Sting of the Manticore
___________________________________
Aim
This provides a large accuracy and damage (50%) bonus for ten seconds. This is a must-have, it gives you the ability to land Irradiate on just about anything, and increases the damage of the first 2 attacks after that you use (Or any attacks you can cram into 10 seconds) and has great synergy with Choking Cloud.
Endurance Cost: 5
Duration: 10s
Recharge Timer: 90s
Activation Time: 1.2s
Recommended Slotting: 3 Rech
Recommended Premium Slotting: 1 Rech IO
___________________________________
Cosmic Burst
Lime Cream Puff of Doom! This power is high damage and a Mag 3 foe disorient. With a single disorient enhancement and Hasten/AM a +3 boss can be just about perma-stunned. You may consider sparing a slot in this power for accuracy if you rely on it to stun things for you all the time. It has no innate accuracy bonus, but provides an innate defense debuff of 37.5% for 12 seconds.
Endurance Cost: 10.4
Duration: 11.92s (stun) (7.94 in PVP)
Recharge Timer: 10s
Range: 20'
Activation Time: 2s
Damage Scalar Value: 2.12
Recommended Slotting: 1 Acc, 3 Dam, 1 Range, 2 Rech
Recommended Premium Slotting 2: 5 Decimation (Incl Chance for Buildup if desired) plus 1 IO Rech
___________________________________
Neutron Bomb
You make a giant ball of radiation and launch it like a catapult in a high arc towards your foe. It splatters on the ground and explodes in a big mushroom cloud. Fun to watch. This is your ranged targeted AoE attack. This does slightly less damage than Irradiate, but has a faster recharge and, as stated, range. It has an innate ToHit bonus of 10% (85% base ToHit with this power) and provides 25% defense debuff for 16 seconds.
Endurance Cost: 15.2
Duration: Instantaneous
Recharge Timer: 16s
Range: 80'
Radius: 15'
Activation Time: 1.7s
Damage Scalar Value: .9
Recommended Slotting: 3 Dam, 1 EndRdx, 2 Rech OR
Recommended Premium Slotting: 5 Positron's Blast (NO Chance for damage)
___________________________________
Atomic Blast
A very situational power. While it does extreme damage (enough to kill many +2's or even +4's in some cases with a kinetic on the team and Enervating Field), it's rare that you'll need this unless you're running out of endo - you'll often do nearly as much damage with a couple rounds of Irradiate + Neutron Bomb, and Atomic Blast WILL drop your toggles and leave you with no Endo and very little endo recovery. On the upside, most things that weren't killed by it will be held for a few seconds, giving you time to either pop a CaB and drop Irradiate/Neutron Bomb or run away. It has an innate accuracy bonus of 30% (Base To-Hit of 105%) and a defense debuff of 50% that lasts 20 seconds.
Endurance Cost: 24
Duration: 14.9s (hold) (9.93s in PVP)
Recharge Timer: 360s
Radius: 25'
Activation Time: 3s
Damage Scalar Value: 1.0 smashings + 2.0 fire + 50% chance of 2.0 fire
Recommended Slotting: 3 dam, 3 Rech
Recommended Premium Slotting: 4 Scirocco's Dervish (All possible dam/rech) + 2 IO Recharge
___________________________________
___________________________________
PART III: BUILDING THE BUILD:
___________________________________
This is not just a guide for my build. I'm providing four different builds here: 1 up to 29, a Respec build from 30 to 39, and a Respec build for 40+. After a lot of fussing around, the first two are essentially the same as my ones from the last guide's with minor tweaks and using IOs to help save money early on. Also, I've left my last Hami-O-based build in, for reference, and now have my ultimate goal build added as well. All of these have been re-posted using rebuilds from the MIDS Hero Builder.
___________________________________
From 1 to 22: It's hard to get all the powers you want, because all the great rad powers are stuffed in the beginning. Also, I suggest you invest in IOs at level 15 - lvl 15 IOs are about the same effectiveness as DOs but you only have to buy them once - lvl 15 IOs will last you all the way through your career until you can replace them with higher levels. I suggest you play it something like this:
Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
Fallout Phil: Level 23 Technology Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Radiation Blast
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Hero Profile:
Level 1: Radiation Infection -- EndRdx-I:15(A), ToHitDeb-I:15(3), ToHitDeb-I:15(3), ToHitDeb-I:15(11), ToHitDeb-I:15(13)
Level 1: Neutrino Bolt -- Acc-I:15(A), Dmg-I:15(5), Dmg-I:15(7), Dmg-I:15(17), Dmg-I:15(17)
Level 2: Accelerate Metabolism -- RechRdx-I:15(A), RechRdx-I:15(11), RechRdx-I:15(13), RechRdx-I:15(15)
Level 4: Irradiate -- Dmg-I:15(A), Dmg-I:15(5), Dmg-I:15(7), Dmg-I:15(15)
Level 6: Hurdle -- Jump-I:15(A)
Level 8: Radiant Aura -- Heal-I:15(A), Heal-I:15(9), Heal-I:15(9)
Level 10: Assault -- EndRdx-I:15(A)
Level 12: Combat Jumping -- Jump-I:15(A)
Level 14: Super Jump -- Jump-I:15(A)
Level 16: Lingering Radiation -- RechRdx-I:15(A)
Level 18: Health -- Heal-I:15(A), Heal-I:15(19), Heal-I:15(19)
Level 20: Stamina -- EndMod-I:15(A), EndMod-I:15(21), EndMod-I:15(21)
Level 22: Enervating Field -- EndRdx-I:15(A)
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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</pre><hr />
This should serve you more-or-less well in the early game when slots are at a huge premium. You can do damage enough to solo your missions, safely enough to avoid debt most of the time, and have lots of team utility. If you don't have Veteran attack powers like Sands of Mu and the Blackwand or Nemesis Staff, I would suggest you probably drop Assault for X-Ray Beam.
From 22 to 40: You've got your SO's or lvl 25 IOs and you're just starting to get some slots, but still not enough to satisfy your thirst for all the wonderful powers you'll get.
You can respec at 22/23 into something like this:
Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
Fallout Phil: Level 23 Technology Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Radiation Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Concealment
Hero Profile:
Level 1: Radiation Infection -- EndRdx-I:25(A), DefDeb-I:25(3), ToHitDeb-I:25(3), ToHitDeb-I:25(15), ToHitDeb-I:25(15)
Level 1: Neutrino Bolt -- Acc-I:25(A), Dmg-I:25(9), Dmg-I:25(9)
Level 2: Accelerate Metabolism -- RechRdx-I:25(A), RechRdx-I:25(5), RechRdx-I:25(5), EndMod-I:25(17), EndMod-I:25(17)
Level 4: Irradiate -- Acc-I:25(A), Dmg-I:25(23), Dmg-I:25(23)
Level 6: Enervating Field -- EndRdx-I:25(A), EndRdx-I:25(7), EndRdx-I:25(7)
Level 8: Hurdle -- Jump-I:25(A)
Level 10: Radiant Aura -- Heal-I:25(A), Heal-I:25(11), Heal-I:25(11)
Level 12: Hasten -- RechRdx-I:25(A), RechRdx-I:25(13), RechRdx-I:25(13)
Level 14: Super Speed -- EndRdx-I:25(A)
Level 16: Lingering Radiation -- RechRdx-I:25(A)
Level 18: Health -- Heal-I:25(A), Heal-I:25(19), Heal-I:25(19)
Level 20: Stamina -- EndMod-I:25(A), EndMod-I:25(21), EndMod-I:25(21)
Level 22: Stealth -- EndRdx-I:25(A)
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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</pre><hr />
You can start with that as a baseline and move towards 40 like this:
Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
Fallout Phil: Level 40 Technology Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Radiation Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Concealment
Power Pool: Teleportation
Hero Profile:
Level 1: Radiation Infection -- EndRdx-I:25(A), DefDeb-I:25(3), ToHitDeb-I:25(3), ToHitDeb-I:25(15), ToHitDeb-I:25(15), EndRdx-I:25(27)
Level 1: Neutrino Bolt -- Acc-I:25(A), Dmg-I:25(9), Dmg-I:25(9), Dmg-I:25(25), Empty(39)
Level 2: Accelerate Metabolism -- RechRdx-I:25(A), RechRdx-I:25(5), RechRdx-I:25(5), EndMod-I:25(17), EndMod-I:25(17), EndMod-I:30(31)
Level 4: Irradiate -- Acc-I:25(A), Dmg-I:25(23), Dmg-I:25(23), Dmg-I:25(25), RechRdx-I:35(33), RechRdx-I:35(37)
Level 6: Enervating Field -- EndRdx-I:25(A), EndRdx-I:25(7), EndRdx-I:25(7)
Level 8: Hurdle -- Jump-I:25(A)
Level 10: Radiant Aura -- Heal-I:25(A), Heal-I:25(11), Heal-I:25(11), EndRdx-I:25(27), RechRdx-I:35(33), RechRdx-I:35(34)
Level 12: Hasten -- RechRdx-I:25(A), RechRdx-I:25(13), RechRdx-I:25(13)
Level 14: Super Speed -- EndRdx-I:25(A)
Level 16: Lingering Radiation -- RechRdx-I:25(A), RechRdx-I:35(40), RechRdx-I:35(40), Acc-I:35(40)
Level 18: Health -- Heal-I:25(A), Heal-I:25(19), Heal-I:25(19)
Level 20: Stamina -- EndMod-I:25(A), EndMod-I:25(21), EndMod-I:25(21)
Level 22: Stealth -- EndRdx-I:25(A)
Level 24: Aim -- RechRdx-I:25(A), RechRdx-I:35(34), RechRdx-I:35(34)
Level 26: Grant Invisibility -- DefBuff-I:25(A)
Level 28: Cosmic Burst -- Acc-I:30(A), Dmg-I:30(29), Dmg-I:30(29), Dmg-I:35(33), RechRdx-I:35(39), RechRdx-I:35(39)
Level 30: Choking Cloud -- EndRdx-I:30(A), EndRdx-I:30(31), EndRdx-I:30(31)
Level 32: Invisibility -- DefBuff-I:35(A)
Level 35: Neutron Bomb -- Acc-I:35(A), Dmg-I:35(36), Dmg-I:35(36), Dmg-I:35(36), EndRdx-I:35(37), RechRdx-I:35(37)
Level 38: Recall Friend -- Range-I:35(A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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</pre><hr />
Now You're starting to see your build emerge. Order of slots aren't important for a respec build because you don't lose slots when exemplaring down, only powers. Often the build is limited by how much endo it has; this will help conserve lots and keep you on your game.
That'll get you used to tactics later on. At 40, of course you figure out what you want to do for Ancillary Pools. Also, at 45 start collecting Hami-O's. They add a GREAT deal of flexibility to the build, letting you move slots around more freely.
___________________________________ -
[ QUOTE ]
Except alot of these guides have not been updated in quite a while. The earliest I think is I7 for those particular ones. I think he was asking for something more up to date.
[/ QUOTE ]
While I haven't updated the Rad/Rad guide for I9, neither powerset has changed at all since I7 (as far as I know). The addition of IOs can change how they play slightly, but I'd be hesitant to say "use this" or "use that" because what bonuses you want for your character are either common sense (+recovery is always good) or personal choice (do I want +acc or +heal or status resist, etc) -
-What you said about hurdle being a substitute, suppressionless, unable-to-be-detoggled travel power...
Swift and sprint + combat jumping are vastly superior in this regard.
Hurdle can be effectively "detoggled" by any attack with -jump, but you can't turn off movement unless you manage to mez somebody, and cheap resistance to immobilize is available through Combat Jumping, but there's nothing that resists -jump. -
vaporub,
First, Neutron bomb and Cosmic Burst do NOT compare. On any level, except that they both do damage. I'll tell you I almost never use Cosmic Burst on minions (unless they're running). Irradiate + Neutron Bomb as an attack cycle, with Cosmic Burst on the Lieutenants to make up the extra damage, kills them all dead, pretty quick. You toss up your fields, hit Aim, then Irradiate, then Neutron Bomb, heal yourself if you need it, fire your Cosmic Burst, and start again with Irradiate.
Neutron Bomb Doesn't do amazing damage, but it DOES do AoE damage, so vs most groups it is much more damage-per-activation efficient than even Cosmic Burst. :-) And the long animation is time for your endo to recover. :-)
Neutrino Bolt, there's no cure. You just have to put up with it. Or just don't use it. I hardly ever do - I usually have Irradiate or Cosmic Burst available, which do more damage just as fast.
And as far as considering the differences between Rad/Rad vs Dark/Dark, it's beyond apples and oranges, it's much like comparing chainsaws to stainless steel mixing bowls. If you want to make a cake, the chainsaws aren't very helpful, but if you want to cut down a tree, well, you get the picture. Vastly different playstyles. It comes down to what you enjoy more than anything else. -
It should be noted that defender slows were buffed so that defenders and controllers should now slow for the same amount - which is the previously controller value.
-
Tactics is all but useless for a rad/rad. Your defense debuffs are all the help your team will need to hit anything it's reasonable for you to be fighting. Maneuvers isn't worthwhile unless you can provide significant other defense buffs. Your acc debuffs are enough in most cases for your team. Assault is worthwhile, if you want it, but not everybody's cup of tea.
If you're going to go with the Dark APP, you'll want at least three powers. Dark consumption is given. Rad/Rad can never have enough endo. You'll want your armor... it REALLY helps a lot in the 45+ game where you find lots of AVs. And while you're at it, pick up Soul Drain - it does decent damage, and it improves your accuracy and damage for each target hit. Oh, and being a scrapper power, it can occasionally hit for critical damage, too. ;-) -
The powers are listed in the guide in order from lowest Tier to highest Tier for each powerset. This means that if a powerset is your primary, the powers are available at:
Tier 1: lvl1
Tier 2: lvl1
Tier 3: lvl2
Tier 4: lvl6
Tier 5: lvl8
Tier 6: lvl12
Tier 7: lvl18
Tier 8: lvl26
Tier 9: lvl32.
If it's your secondary, they become available like so:
Tier 1: lvl1
Tier 2: lvl2
Tier 3: lvl4
Tier 4: lvl10
Tier 5: lvl16
Tier 6: lvl20
Tier 7: lvl28
Tier 8: lvl35
Tier 9: lvl38 -
My guide has the right numbers, and so does the Prima Guide, mostly... even if the builder doesn't.
-
Irradiate is a 20' radius. That's pretty big for a PBAoE.
-
Endurance usually isn't an issue for me unless I happen to be running choking cloud at the time - which vs an elite boss is pretty pointless.
So, I'm willing to bet that my confender's single-target attack chain does higher damage than your all-single-target attack chain.
If you look at what the attacks in your chain are:
Neutrino Bolt
Cosmic Burst (in both)
X-Ray vs Irradiate - Irradiate is higher Damage per Activation
Proton Volley (you can get the same Damage perActivation Time from Neutrino Bolt without worrying about whether you're being hit or not...)
I also have Dominate from the Epic APP - which is a Moderate damage, or 1.0 Damage scalar, but Psi damage. and a 1.7s activation.
So, Cosmic Burst, Neutrino Bolt, Dominate, Neutrino Bolt.
That's my single target chain. If I want to, I can make it more efficient DPS wise by doing
Cosmic Burst, Dominate, Irradiate, Neutrino Bolt, Dominate.
It does plenty, and I have no troubles with elite bosses either.
This time that I don't account for to round up mobs, that you mention... doesn't exist. I just jump in the middle, and go to. Even on Heroic, spawns are usually 2 or 3 minions, and even if Irradiate isn't as efficient end-wise it's certainly more efficient time-wise, and its radius isn't really small at all...
I'm not saying your build is wrong, I'm saying your philosophy is alien to me... planning a build that can kill a 2-minion Heroic spawn with little problems is not optimal for solo work. And if your build can only solo on Heroic, I would not qualify it as a decent solo build. Most of the time when I solo it's on Unyielding... meaning bigger spawns = more xp for me, and I can run from spawn to spawn and kill pretty durn fast, with little setup required (as I said, EF + Aim is all I do most of the time, I don't even waste the time on RI - it takes too long... I can have them almost dead by the time I'd get it on them.) -
Unless you're a corrupter, you won't be getting Cosmic Burst at 18, or even at 24... And this is a defender guide. I'm not going to say you don't know what you're talking about, but try out a couple different builds on test. Irradiate does the same damage to each target as X-Ray beam does, with a faster activation and at three times the cost, is just as endurance efficient with the normal three-mob heroic spawn, and gets much more efficient against more targets.
It takes you four seconds to fire off the snipe; in this time I can have thrown up enervating field and hit Irradiate already, and have already fired off a second attack. If it's Neutron Bomb, I'll be close to the end of the animation. I don't bother with RI vs 3 mobs unless they're all bosses. Regardless of what other attacks I have, Irradiate (at DS 1.0) is more efficient than Proton Volley (DS 2.8) vs 3 mobs damage/time wise and as efficient dmg/endo wise, and is faster to activate. I know that with the Rad/Rad/Dark build, I can be through a spawn of 3-10 mobs before you can take down 2 with your single-target build. :-)
Rad blast is an AoE set. There are nine powers in it. One is Aim, four are single targets, and four are AoE's. That's the most AoE-heavy split of any Defender secondary (Elec has 3 even though the 2 radials come earlier, Sonic 3 (no radial attacks), Dark 3 (no radial attacks), Energy 3 (1 radial), Archery 3 (2 radials).) Single-target damage-wise, you'd be better off going Rad/Eng or Rad/Sonic. If you are not in /Rad for the AoE's, you are in the wrong set. That is where /Rad's damage lies. It's the reason my Rad/Rad does as much damage as the scrappers in our group... Now, you can say you took /Rad for the defense debuffs and innate accuracy, but in reality, the biggest and most worthwhile debuff in the set is Irradiate... there's no point debuffing a single target's defense by 47.5% with stacked single target attacks when you could do that to all mobs with a single attack (Irradiate with 1 def debuff SO) and get ALL the bad guys debuffed.
I just can't see the utility (especially post-22 when you have SO's and Stamina) of not having the AoE's available. -
As promised, here is my new ConFendery respec. While I am convinced that the build posted in the first post is the best any defender can do for sheer sustained damage output, here is a build that will help those who want to be "pure defenders" defend their team through status effects as well as debuffs and still turn out pretty impressive AoE damage plus a more sustained and higher-damage single-target chain (I love Dominate).
This is my new I7 build, and it also works a treat in PvP (Yes, you too can stack mag 12 holds as a Defender - 15 if you're willing to use EMP which I'm not, and 17/18 if you're willing to use Atomic Blast, which I'm not normally, but I did spec into this build) and with three separate status effects (Fear, Disorient, Hold, and you could probably replace Atomic Blast with Invis, and take Mass Hypnosis instead in the free slot, and then have four) you can keep several opponents incapacitated most of the time....
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Fallout Phil
Level: 50
Archetype: Defender
Primary: Radiation Emission
Secondary: Radiation Blast
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01) --> Radiation Infection==> EnzymExp(1)EnzymExp(3)EnzymExp(3)
01) --> Neutrino Bolt==> NucleExp(1)CentiExp(5)LysosExp(5)Dmg(7)
02) --> Accelerate Metabolism==> Rechg(2)Rechg(7)Rechg(9)EndMod(9)EndMod(11)EndMod(11)
04) --> Irradiate==> LysosExp(4)Dmg(13)Dmg(13)Dmg(15)Rechg(15)Rechg(17)
06) --> Enervating Field==> EndRdx(6)EndRdx(17)EndRdx(19)
08) --> Hasten==> Rechg(8)Rechg(19)Rechg(21)
10) --> Radiant Aura==> Heal(10)Heal(21)Heal(23)EndRdx(23)
12) --> Lingering Radiation==> Acc(12)Slow(25)Slow(25)Rechg(27)Rechg(27)EndRdx(29)
14) --> Super Speed==> EndRdx(14)
16) --> Hurdle==> Jump(16)Jump(29)Jump(31)
18) --> Health==> Heal(18)Heal(31)Heal(31)
20) --> Stamina==> EndMod(20)EndMod(33)EndMod(33)
22) --> Choking Cloud==> Hold(22)Hold(33)Hold(34)EndRdx(34)EndRdx(34)EndRdx(36)
24) --> Stealth==> EndRdx(24)EndRdx(36)
26) --> Aim==> Rechg(26)Rechg(36)Rechg(37)
28) --> Cosmic Burst==> NucleExp(28)CentiExp(37)CentiExp(37)DisDur(39)Rechg(39)Rechg(46)
30) --> Provoke==> Acc(30)
32) --> Intimidate==> Rechg(32)Rechg(40)
35) --> Neutron Bomb==> NucleExp(35)CentiExp(39)CentiExp(40)Rechg(40)Rechg(42)EndRdx(42)
38) --> Atomic Blast==> Dmg(38)Dmg(43)Dmg(43)Rechg(46)Rechg(50)
41) --> Dominate==> EndopExp(41)NucleExp(42)PeroxExp(43)PeroxExp(45)Rechg(45)EndRdx(45)
44) --> Mind Over Body==> DmgRes(44)DmgRes(46)DmgRes(46)EndRdx(48)EndRdx(48)
47) --> Invoke Panic==> Rechg(47)Rechg(48)Rechg(50)Fear(50)
49) --> Invisibility==> EndRdx(49)
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01) --> Sprint==> Run(1)
01) --> Brawl==> Empty(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Rechg(2)
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I'm also going to be researching an alternate, more controllery build as well. I'll post it up here when I've concluded my tests.
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I was very skeptical of that levelling build at first, but I tried it to level 6, and it works just fine so far. My concern was having only one single target attack, one aoe attack and no heal until level 8.
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Having these powers in this order helps a player new to the set learn not to rely on their heal. While I think Radiant Aura is useful and necessary, it's also the least effective power you have at keeping you alive.
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Another question is this; How dependent is rad/rad upon Hasten? I'd rather have flight than superspeed, but I can already tell that this is an endurance-heavy set.
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I think Hasten is pretty important - the faster your toggles recharge the better, the faster LR recharges, the better, the faster Choking Cloud recharges, the better, the faster your AoE attacks recharge, the better, the faster... well, you get the point.
Flight is doable but will require heavier slotting, meaning you'll have to decide what you want to take slots away from.