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Posts
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About the same as everybody in your team having an extra damage DO in every attack. At level ten, before DO's are available. Ten to fourteen is the slowest part of the first 20 levels, any little bit you can add to help the slog is good. :-)
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And Combat Jumping, which resists immobilize. Health resists Sleep, and as infrequently as you get hit, you only really have to worry about enemies that disorient. If you find that is really a problem, you can spec into the medicine pool to get Aid Self, which is a small-magnitude disorient protection.
I take assault early because the extra damage really, really helps before you get SO's. -
[ QUOTE ]
This is the '2' in your 1-2 debuff combo. Enervating field provides a ~35% base debuff to enemy damage and a 42% 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 37.5%, even if your damage is already 'capped'.
[/ QUOTE ]
I apologize, guys, I didn't update the power description for Enervating Field. The numbers contained in this paragraph are false - the actual numbers listed below the power description are correct. -
I don't really like the Power pool at all - and all of this information is out of date since the Global Defense changes and ED... In general, simply slot what you want to slot, but no more of three of anything. The trick of slotting is balancing what effects you want to have. For Total Focus I'd probably slot 1 acc, 3dam, 2rech, like most attacks post-ED, and 3 rech each in PBU and conserve Power, as well as 3damRes, 1 endRdx in Temp invuln.
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Good find, Miwa. I've fixed it.
As for whether Acc/Mez HO's work in Choking Cloud, people have debated it with me, and I don't know whether it does, or not. But I think so. My CC seems to work a bit better than some other people report.
And yeah, I had to go Dark... it nearly doubles my damage potential, and they're ALL Radial PBAoE's! <3! -
I have updated my
DodgerTA's Radiation Emission/Radiation Blast V2.1: A Twink's Guide (DodgerTA) [I3]
to
DodgerTA's Rad/Rad (A Twink's Guide) 3.0 (I7) -
Welcome to the All-Updated (practically all-new) Rad/Rad Defender guide for I7. Most of the numbers included in this guide have come from the new Prima guide update; 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 Power Data Standardization thread, which has charts 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.
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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
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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 or 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
___________________________________42.49 > 55.25
Enervating Field
This is the '2' in your 1-2 debuff combo. Enervating field provides a ~35% base debuff to enemy damage and a 42% 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 37.5%, 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
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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
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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
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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
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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 2 hold (will hold lts) and has a 50% chance of adding another magnitude 1 hold (for Mag 3, 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
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PART II - RADIATION BLAST
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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.
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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
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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
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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
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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
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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
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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
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Cosmic Burst
Lime Cream Puff of Doom! This power is high damage and a Mag 2 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 or Hami-O 1 (dam/acc), 2 (dam/mez), 1(dam/rng), 2 Rech
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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 Hami-O 1 (acc/dam), 2 (dam/rng), 1 EndRdx, 2 Rech
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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 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
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PART III: BUILDING THE BUILD:
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This is not just a guide for my build. I'm providing three 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, but updated for ED.
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From 1 to 29: It's hard to get all the powers you want, because all the great rad powers are stuffed in the beginning. However, play it something like this:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name:
Level: 30
Archetype: Defender
Primary: Radiation Emission
Secondary: Radiation Blast
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01) --> Radiation Infection- To Hit DeBuff(1)
- To Hit DeBuff(3)
- To Hit DeBuff(3)
- End Reduction(5)
- Damage(1)
- Damage(5)
- Damage(7)
- Range Increase(19)
- Recharge Reduction(2)
- Recharge Reduction(9)
- Recharge Reduction(9)
- Damage(4)
- Damage(7)
- Damage(11)
- Recharge Reduction(15)
- Recharge Reduction(15)
- End Reduction(6)
- End Reduction(11)
- End Reduction(19)
- Healing(8)
- Healing(17)
- End Reduction(17)
- Healing(27)
- End Reduction(10)
- Recharge Reduction(12)
- Recharge Reduction(13)
- Recharge Reduction(13)
- Run Speed(14)
- Run Speed(16)
- Healing(18)
- Endurance Modification(20)
- Endurance Modification(21)
- Endurance Modification(21)
- Damage(22)
- Damage(23)
- Damage(23)
- Interrupt Reduction(25)
- Recharge Reduction(24)
- Recharge Reduction(25)
- Recharge Reduction(27)
- Jump(26)
- Damage(28)
- Damage(29)
- Damage(29)
01) --> Sprint- Empty Enhancement(1)
- Empty Enhancement(1)
- Empty Enhancement(1)
- Empty Enhancement(2)
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.
From 30 to 40: You're beginning to get some slots, but still not enough for all the wonderful powers you'll get.
Respec at 30 into something like this and build it to 40... 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.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name:
Level: 41
Archetype: Defender
Primary: Radiation Emission
Secondary: Radiation Blast
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01) --> Radiation Infection==> TH_DeBuf(1)TH_DeBuf(3)TH_DeBuf(3)EndRdx(5)
01) --> Neutrino Bolt==> Dmg(1)Dmg(5)Dmg(7)EndRdx(7)Range(39)
02) --> Accelerate Metabolism==> Rechg(2)Rechg(9)Rechg(9)EndMod(11)EndMod(11)EndMod(13)
04) --> Irradiate==> Dmg(4)Dmg(13)Dmg(15)EndRdx(15)Rechg(17)Rechg(17)
06) --> Enervating Field==> EndRdx(6)EndRdx(31)EndRdx(40)
08) --> Radiant Aura==> Heal(8)Heal(27)Heal(34)EndRdx(37)
10) --> Hasten==> Rechg(10)Rechg(19)Rechg(19)
12) --> Swift==> Run(12)Run(40)Run(40)
14) --> Super Speed==> EndRdx(14)
16) --> Proton Volley==> Dmg(16)Dmg(21)Dmg(21)IntRdx(23)
18) --> Health==> Heal(18)Heal(39)Heal(39)
20) --> Stamina==> EndMod(20)EndMod(23)EndMod(25)
22) --> Aim==> Rechg(22)Rechg(25)Rechg(27)
24) --> Combat Jumping==> Jump(24)
26) --> Stealth==> EndRdx(26)
28) --> Cosmic Burst==> Dmg(28)Dmg(29)Dmg(29)Rechg(33)DisDur(34)Acc(34)
30) --> Lingering Radiation==> Acc(30)Rechg(31)Rechg(31)Rechg(33)EndRdx(33)
32) --> Super Jump==> Jump(32)
35) --> Neutron Bomb==> Dmg(35)Dmg(36)Dmg(36)Rechg(36)Rechg(37)EndRdx(37)
38) --> Acrobatics==> EndRdx(38)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Empty(2)
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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.
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PART IV: THE GOAL BUILD
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I chose Dark Mastery (after switching to Psi for I6 I'm back to Dark for I7), so my final build looks something like this:
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---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name:
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==> LysosExp(1)CentiExp(5)CentiExp(5)NucleExp(7)Range(7)EndRdx(9)
02) --> Accelerate Metabolism==> Rechg(2)Rechg(9)Rechg(11)EndMod(11)EndMod(13)EndMod(13)
04) --> Irradiate==> NucleExp(4)Dmg(15)Dmg(15)EndRdx(17)Rechg(17)Rechg(19)
06) --> Enervating Field==> EndRdx(6)EndRdx(19)EndRdx(21)
08) --> Radiant Aura==> Heal(8)Heal(21)Heal(23)EndRdx(23)
10) --> Hasten==> Rechg(10)Rechg(25)Rechg(25)
12) --> Lingering Radiation==> Acc(12)Rechg(27)Rechg(27)Rechg(29)EndRdx(29)
14) --> Super Speed==> Run(14)
16) --> Swift==> Run(16)
18) --> Health==> Heal(18)Heal(31)Heal(31)
20) --> Stamina==> EndMod(20)EndMod(31)EndMod(33)
22) --> Aim==> Rechg(22)Rechg(33)Rechg(33)
24) --> Choking Cloud==> EndopExp(24)EndopExp(34)Hold(34)EndRdx(34)EndRdx(36)EndRdx(36)
26) --> Combat Jumping==> DefBuf(26)
28) --> Cosmic Burst==> NucleExp(28)PeroxExp(36)PeroxExp(37)CentiExp(37)Rechg(37)Rechg(39)
30) --> Super Jump==> Jump(30)Jump(39)Jump(39)
32) --> Acrobatics==> EndRdx(32)
35) --> Neutron Bomb==> NucleExp(35)CentiExp(40)CentiExp(40)EndRdx(40)Rechg(42)Rechg(42)
38) --> Stealth==> DefBuf(38)DefBuf(42)DefBuf(43)
41) --> Dark Consumption==> NucleExp(41)EndMod(43)EndMod(43)Rechg(45)Rechg(45)Rechg(45)
44) --> Dark Embrace==> DmgRes(44)DmgRes(46)DmgRes(46)EndRdx(46)EndRdx(48)
47) --> Soul Drain==> Dmg(47)Dmg(48)Dmg(48)Rechg(50)Rechg(50)Rechg(50)
49) --> Mutation==> Rechg(49)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Empty(2)
[b]---------------------------------------------
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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. This is unacceptable. Think about this:
A minion will hit you about half of the time. If he does 100 damage a shot, that's 50 damage a round on average. If he has nine buddies, that's 500 damage a round on average.
Your maxed-out RI + EF + LR combo can reduce that damage a lot. Pop LR's on them and their attack rate goes down to 1/2. That means 200 damage every 8 shots instead of 2 - 125 damage per round average.
Then your maxed-out defenses will take that 125 damage and reduce it. Because instead of hitting half the time, they'll hit 1 in 20. 100 damage a shot becomes 100 damage in 20, per attack. And since they only attack once in 2 rounds (because of LR) it's really 100 damage every 40 attacks.
Then EF reduces that damage by 25%. 100 damage becomes 75 damage per 40 rounds.
You've reduced 500 damage a round from ten opponents to a mere 16 damage per round.
As long as you can keep them clumped together. 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 Irradiate + Neutrino Bolt while Cosmic Burst recharges. 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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Your toggle debuffs are a constant tick, which will interrupt all interruptible attacks all the way from embalmed cadavers exploding and mortificators rezzing baddies up to Sky raiders laying forcefield generators and crey medics healing.
If you put target something and move behind something you could jump over to gain line-of-sight, you can cue RI, jump, and when you land, RI will go up but will sometimes draw no aggro. Then you and your buddies can enter the area safely under stealth.
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 (well, it isn't perma anymore, but I mean just auto-casting it whenever it's up) isn't always the wisest choice because sometimes you will need to recast it at crucial points during a battle, often depleting yourself of endo as AM and HAsten wear off at the same time and you need to have endo left over to recast AM. Running out of endo will often be lethal for you, so I recommend you don't put up AM unless you're about to run into battle. Knowing you'll have it for the full two minutes from the beginning of every fight is priceless.
I'm looking forward to seeing comments and suggestions.
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PART VII: APPENDIX: USEFUL SUPPELEMENTARY INFORMATION
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Defender Unslotted Brawl Damage at 50: 11
Defender Brawl Index Scale Damage at 50: 13.0077
Power To-Hit Formula: %ToHit = BOUND(Accuracy Mod (enhs) * BOUND(BaseToHit + ToHitBuffs - ToHitDebuffs - Defense))
This means that your chance to be hit by an enemy is their baseToHit plus any ToHitBuffs (like Tactics) minus any ToHitDebuffs (like Rad Infection or Darkest Night) minus any Defense you have, times the villain's accuracy bonus. BaseToHit can never be less than 5%, and even if you've got enough defense to floor an enemy's BaseToHit, they may hit more often because of accuracy buffs (ToHit is bounded as a 5% min, but is multiplied by the 1.25 acc mod for AV's, etc, giving them a base of 7.25% to hit when defense is maxed.)
Power Recharge Formula: New Recharge = Old Recharge / (1 + (sum of all rech modifiers))
Common Recharge Modifiers:
Mutation: 1.0
Hasten: .7
Speed Boost: .5
Adrenaline Boost: .5
SO Rech Enh: .333
AM: .3
Quickness: .2
DO Rech Enh: .167
TO Rech Enh: .083
Endo Recharge Formula: New Endo Recharge = (Max End / 60) + (Sum of All Rech Buffs)
Base Endo Rech: 1.67 endo/sec
Common Endo Rech Buffs:
Adrenaline Boost: 4.175(unconfirmed)
Recovery Aura: 1.67
Speed Boost: .933
Quick Recovery: .556
Stamina: .501
AM: .501
Power Endo Usage Formula: New End Cost = Old End Cost / (1 + (sum of all end cost discounts))
Common End Cost Discounts:
Conserve Power: .5
SO EndRdx Enh: .333
DO EndRdx Enh: .167
TO EndRdx Enh: .083
___________________________________ -
I haven't done the necessary testing and things for the post-I6 build. Things have been hectic lately and I only recently got back into the game. Planning your wedding eats your life. Soon I'll have time again, and will be able to put the work in to test everything out... and there will be a new version of the guide with an all new twinkybuild or two.
Depending when, it may even be the post-I7 build.
Sorry about the wait, folks. I know I'm slacking. ;-) -
If I really wanted Leadership, I'd get rid of Concealment for it. I use Phase Shift somewhat, but I hardly ever use Stealth anymore... and I never really used Grant Invis.
-
One of my best friends and SGmates is a lvl 50 Ice tank. He does pretty well, with our empath friend following him, but he's nowhere near invul or stone.
Invul VS Ice Damage Mitigation:
"Ideal" build capabilities:
Invul:
-Defense:
-Invincibility: 58% max (5 mobs)
-Tough hide: 16.5% max
-Weave: 29% max
-Hasten: 5% min
-Total - 103% def (~capped vs. all +5)
-Resist
-88% vs all but toxic/psi w/ +2 enhs, 90% vs. all but toxic w/ +3 enhs
VS 10 +5 mobs, 1 boss, 2 Lt's, 7 minions. (assume Smash/Lethal)
1 boss - 200 damage per attack
2 Lt's - 100 damage per attack
7 min's- 50 damage per attack
------------------------------
Total: 750 damage per round
Defense: 1 attack in 20 lands (1 attack every other round, assume boss attack lands)
Resist: 1/10 damage from attack
= 10 damage per round average
Ice:
-Defense:
EA: 95% (5 mobs)
Wet Ice: (does it matter? We're capped vs. these mobs)
-Resist:
Tough: 46.4% resist
-Slow:
-25% recharge (Chilling Embrace)
Vs 10 +5 mobs, 1 boss, 2 Lt's 7 minions. (assume Smash/Lethal)
1 boss - 200 damage per attack
2 Lt's - 100 damage per attack
7 min's- 50 damage per attack
------------------------------
Total: 750 damage per round
Defense: 1 attack in 20 lands (1 attack every other round, assume boss attack lands)
Resist: -46.4% damage from attack (153 damage taken every other round)
Attack Frequency: -25% - 1/4 attacks which land do not happen, extend 8 rounds.
153 * 3 = 459/8 rounds
= 57.375 damage per round average
So an "optimized" ice build takes nearly 6 times the damage an "optimized" invul build takes.
If chilling embrace's -recharge is wrong, here's the numbers for 50% -recharge and 75% -recharge (capped)
50% - 38.25 dam/round
75% - 19.1
So even if Chilling Embrace dropped mobs to the recharge floor, the Ice tanker would still be taking double the damage of the Invul tanker.
How can that be fair?
Ice comes out slightly better vs. Ice attacks (if he bothered to cap his resistance), and FAR worse against everything else.
Does anybody find fault with my math? -
I think your Controller numbers are probably a little off..
To fit with the rest of the numbers, at lvl 50 (if you tested at 50) you should use 13.0077 for brawl instead of 11.
I do find it hard to believe that controllers do twice as much damage with psychic blast as defenders do... not entirely unreasonable, just hard to believe. -
test it by changing the bind to v "+up" and loading it. If you jump when you hit v, you'll know the load is working but the bind wasn't phrased correctly.
-
[ QUOTE ]
Incredible post! I have recently started a Rad/Rad but with a different focus entirely. Recently got my wife a computer, and together with another couple, we have decided to create a foursome that we will exclusivley play together. Since my wife can tank all the mobs and hold agro, and I can debuff the crap out of them, while the other couples' 2 blaster take 'em down, this works perfectly.
My question is, how would you build my Rad/Rad, considering I will be taking NO (or very few) powers from my secondary. I intend to only play support/debuff. So which pools, etc. would you guys recommend? Thanx in advance!
[/ QUOTE ]
If you want to play support/debuff, not taking anything from your secondary is a BAD idea.
Irradiate is one of the best debuff powers in ANY secondary, and it does AoE damage, as well. Base defense debuff on Irradiate is the same as on Radiation Infection, so taking Irradiate (and using it) is like being able to add an extra 3 Def Debuff SO's to Rad Infection. It also has the advantage of not being a toggle power, so this part of its debuff can't be dropped by somebody killing your anchor (although it needs to be reapplied every 15 seconds).
Aim will allow you to insure that Irradiate lands on everything.
Cosmic burst is an excellent control power which also does excellent damage, letting you take Sappers and other problem mobs like Rikti Mesmerists out of the fight.
Atomic Blast is a fantastic AoE hold that does damage as well. Six-slotted, it will hold everything in its radius for thirty seconds every 3 minutes. Alternate using it with EMP. Hit Aim before using it and get a bit of a damage boost as well (after all, anything that happens to die isn't a threat anymore).
Ladioss_Sopp wrote a fantastic guide on slotting secondaries for team utility rather than damage contribution:
The Defensive Defender's Guide to Secondaries -
It's almost exactly the same as Total Focus, you jump up with both hands, then crash down on your opponent. Sometimes the AoE kicks off and there's a little expanding-bubble type explosion. It's pretty cool. Slow. But cool.
-
I think that as an Emp you'll probably get more use out of Psychic than power - Psy has more team-oriented things.
Just an opinion. -
[ QUOTE ]
Will Electric Fence hold a boss on the 1st shot?
[/ QUOTE ]
No, it takes two, but EFence has such a fast recharge that you can do EFence, Another attack, EFence and at that point it'll have the boss (although it starts draining his endo right away). Damage-wise and drain-wise, you can stack about 3 if you use them continuously, every other attack. -
The result is the same if you anchor on a LT next to the warhulk, I believe. I NEVER put the debuffs directly on a warhulk because I know the boom will hit me, and without toggles and with as few HP as I have left, I'm in DEEP doo-doo. :-)
-
[ QUOTE ]
Here it is at last, Go. Hunt. Kill Skuls: The Epic Poem!
Set to the rhythm of Lewis Carrol's Jabberwocky, naturally.
[/ QUOTE ]
You missed the most important bit: the first and last verse!
'Twas brillig, all through Perez Park,
and Hydra waded in the wabe;
All mimsy were the Vhazilok,
And the Clockworks outgrabe. -
I could use a little help.
I use Super Speed/Teleport for my Scrapper; I have SS always on as a general rule. I wanted SS to turn off while I'm holding the shift key so that it's not sucking up my end while I'm teleporting, so I added it to the binds using the powexec_toggleoff and powexec_toggleon commands like this:
c:\cohkeybinds\letharga\teleport_on.txt
lshift "+down$$powexec_toggleon Super Speed$$vis_scale 1.0$$shadowvol 0$$ss 0$$camdist 12$$window_show chat$$window_show target$$window_show tray$$bind_load_file c:\cohkeybinds\letharga\teleport_off.txt"
shift+lbutton "powexec_name teleport"
c:\cohkeybinds\letharga\teleport_off.txt
lshift "-down$$powexec_toggleoff Super Speed$$vis_scale 0.5$$shadowvol 2$$ss 2$$camdist 30$$window_hide chat$$window_hide target$$window_hide tray$$bind_load_file c:\cohkeybinds\letharga\teleport_on.txt"
shift+lbutton nop
The problem is that it seems not to be working properly; whether the toggleoff command is in the one or in the other, holding down the shift key seems to turn SS back ON - even though it already is on.
Anybody got any ideas if it's possible to fix this? -
I suppose for some people that's probably correct.
For me, if the recharge were longer, they'd only need an extra slot or two. I have Dark Consumption 1-slotted, and Soul Drain has 3 (4? I don't remember) but the who idea of the recharges in Soul Drain is to make it come back as fast as Aim (which for me is 1-slotted). -
[ QUOTE ]
Amazing that Dark Consumption and Soul Drain are so much better in the Defender's ancillary powers than in a Scrapper's primary line.
That's craptacular.
[/ QUOTE ]
They are not. They do the same thing the scrapper powers do, but less damage (due to the lower damage scale). It's just that Rad/Rads have options that Dark Scrappers don't get; for example, because Soul Drain is Dark's version of Build Up, Dark does not have Build Up to use in conjunction with it to make it hit more, or do more damage. -
This is a numerical guide to the defender Ancillary Power Pools. It is basically just a copy of the Ancillary Pools section of the Rad/Rad guide in my Sig so that people don't have to read through the very long Rad/Rad info to find this information.
___________________________________
ANCILLARY POWER POOLS
___________________________________
The Ancillary Power Pools allow you to take your defender several different directions. All of them give you a couple powers which work well with the Rad set; I chose Dark Mastery, but any would be a good choice. The Psychic set has the least natural synergy with Rad/Rad, but there is still some (stacking holds)
___________________________________
___________________________________
Electricity Mastery Pool
___________________________________
Electric Fence
A decent-damage Single-target Immobilize. Damage-wise this is similar to X-Ray Beam with a faster activation, but is a DoT attack. IF you take this, add it to your attack cycle instead of Neutrino Bolt. Also, this power has -knockback.
Endurance Cost: 11
Base Damage at 50: 7.22 * 5
Duration: 22 seconds
Recharge Timer: 4s
Activation Time: 1s
Brawl Index: .5556 * 5
Recommended Slotting: 1 Acc, 5 Dam
___________________________________
Thunderstrike
A good-damage power with a small AoE, which often disorients foes. When the AoE is present, this power deals only very slightly less damage than Total Focus, but disorient is not guaranteed.
Endurance Cost: 34
Base Damage at 50: 93.95 + (24.98 AoE)
Duration: Instantaneous
Recharge Timer: 40s
Activation Time: 4s
Brawl Index: 7.2222e + (1.9204)s
Recommended Slotting: 1 Acc, 5 Dam
___________________________________
Charged Armor
Probably the best looking of all the armors, it's a bit understated (foot long sparks that rather occasionally show coming off you) and fairly quiet. A standard Ancillary Pool armor which provides resistance to smashing, lethal, and energy (the three most common forms of attack throughout the game).
Endurance Cost .39 Endo/sec
Base Dam Reduction: 30%
Duration: Toggle
Recharge Timer: 2s
Activation Time: 1s
Recommended Slotting: 1 EndRdx, 5 DamRes or 6 DamRes
___________________________________
Power Sink
A very good power which drains endurance from the mobs and gives it to your favorite charity: you. Slotted for drain, this can suck a large mob nearly dry.
Endurance Cost: 9
Base Endo Gained/Mob: 20
Base Endo Drained: 30
Duration: Instantaneous
Recharge Timer: 2m
Activation Time: 2s
___________________________________
___________________________________
Dark Mastery Pool
___________________________________
Oppressive Gloom
A fairly impressive PBAoE disorient toggle which damages you and disorients the mobs around you. You will take damage for each mob in its range each tick (about 2 seconds).
Endurance Cost: .12 Endo/sec
Base Self-Damage at 50: 3dam every 2s per mob in range
Base Disorient Duration: 5s
Duration: Toggle
Recharge Timer: 8s
Activation Time: 4s
Recommended Slotting: Not Recommended, as its job will be handled by Choking Cloud, but if you wish to have this power, slot 1 Disorient.
___________________________________
Dark Consumption
A good way to refill your endo, Dark Consumption will be useful in fights against bosses or AV's, but is most useful fighting multiple opponents. Its range is rather short.
Endurance Cost: 1
Base Damage at 50: 24.46 + 5% crit chance (double damage)
Base Endo Gained/Mob: 40
Duration: Instantaneous
Recharge Timer: 2m
Activation Time: 2s
Brawl Index: 1.8889
Recommended Slotting: 1 Rech, 1EndRec
___________________________________
Dark Embrace
Not horrible looking since the new Dark Armor animations, it's a bit loud and looks like a cloud of dust hanging around you. A standard Ancillary Pool armor which provides resistance to smashing, lethal, negative energy and toxic damage.
Endurance Cost .39 Endo/sec
Base Dam Reduction: 30%
Duration: Toggle
Recharge Timer: 4s
Activation Time: 3s
Recommended Slotting: 1 EndRdx, 5 DamRes or 6 DamRes
___________________________________
Soul Drain
This power ROCKS! It's not quite a self Fulcrum Shift, but it's close, and provides an accuracy buff. This has great synergy with... everything, and works wonders with Choking Cloud. With Hasten + AM, 4 SO Rech will allow it to come up just about as fast as Aim with 1 SO Rech - sufficient to use at the beginning of most every fight.
Endurance Cost: 23
Base Damage at 50: 30.58 + 5% crit chance (double damage)
Base Damage Increase per mob: 12.5%
Base Acc Increase per mob: 12.5%
Duration: 30s
Recharge Timer: 90s
Activation Time: 3s
Brawl Index: 2.3509
Recommend Slotting: 4 Rech
___________________________________
___________________________________
Psychic Mastery Pool
___________________________________
Dominate
An excellent single-target Mag 2 hold. Does decent damage for a hold, and is Perma even before Hasten or any Rech is added.
Endurance Cost: 13
Base Damage at 50: 36.14
Duration: 20s
Recharge Timer: 16s
Activation Time: 2s
Brawl Index: 2.7778
Recommended Slotting: 1 Acc, 2 Rech, 2 Hold, 1 Dam or 2 Hold
___________________________________
Mass Hypnosis
A Targeted AoE sleep, Mass Hypnosis lets you sleep an entire mob spawn, and does not cause any aggro.
Endurance Cost: 18
Duration: 30s
Recharge Timer: 90s
Activation Time: 2s
Recommended Slotting: 2 Rech, 4 Sleep
___________________________________
Mind Over Body
A mess of pink circles swirls around the outline of your body. It's happily not too annoying, and fairly quiet. A standard Ancillary Pool armor which provides resistance to smashing, lethal, and psionic (the three most common forms of attack in the late game).
Endurance Cost .39 Endo/sec
Base Dam Reduction: 30%
Duration: Toggle
Recharge Timer: 2s
Activation Time: 2s
Recommended Slotting: 1 EndRdx, 5 DamRes or 6 DamRes
___________________________________
Telekinesis
An Auto-Hit AoE toggle hold which pushes foes away from you. Can be excellent for herding (as you can hold all Lt's and Minions, guaranteed) but is an end hog.
Endurance Cost: 3.58 Endo/sec
Duration: Toggle
Recharge Timer: 60s
Activation Time: 2s
Recommended Slotting: 4-6 EndRdx
___________________________________
___________________________________
Power Mastery Pool
___________________________________
Conserve Power
A great way to save on car insurance. I mean endo costs. Cuts them all in half. Can be up about 3/5 of the time.
Endurance Cost: 11
Effect: 50% reduction in all endurance costs
Duration: 90s
Recharge Timer: 10m
Activation Time: 3s
Recommended Slotting: 6 Rech
___________________________________
Power Build Up
Two Neato Keen powers in one! Build Up and Power Boost for one low price. Can be up about 1/4 of the time,
Endurance Cost: 15
Base Dam Bonus: 80%
Base Effect: +150% effect to all secondary effects and heals
Duration: 15s
Recharge Timer: 4m
Activation Time: 3s
Recommended Slotting: 6 Rech
___________________________________
Temporary Invulnerability
The standard Tanker power. A direct clone. A standard Ancillary Pool armor which provides resistance to smashing, and lethal (the two most common damage types).
Endurance Cost: .39 Endo/sec
Base Dam Reduction: 30%
Duration: Toggle
Recharge Timer: 2s
Activation Time: 3s
Recommended Slotting: 1 EndRdx, 5 DamRes or 6 DamRes
___________________________________
Total Focus
A great attack, Total Focus does Extreme damage and stuns pretty much whatever you use it on.
Endurance Cost: 34
Base Damage at 50: 33.94 Smashing + 86.9 Energy
Base Disorient Duration: 15s
Duration: Instantaneous
Recharge Timer: 40s
Activation Time: 4s
Brawl Index: 2.6092s + 6.6806e
Recommend Slotting: 1 Acc, 5 Dam or 1 Acc, 4 Dam, 1 Disorient or 1 Acc, 3 Dam, 1 Rech, 1 Disorient
___________________________________ -
This version of this guide fixes a couple of errors from the recent guide and takes into account the recent changes in Choking Cloud and Phase Shift. It adds some supplementary information and tactics. Also, all Brawl Indexes have been updated to match the scale used by the Brawl Index Database and all numbers included are BASE UNENHANCED numbers.
I am including stats here not only for Rad/Rad but all the Ancillary Power Pools for Defenders as well. All info was obtained through empirical tests on the test server, and is accurate in so far as I've been able to reasonably determine. So here goes:
___________________________________
PART I - RADIATION EMISSION
___________________________________
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.
___________________________________
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: 19
Base Heal at 50: 133.86
Duration: Instantaneous
Recharge Timer:8s
Activation Time: 3s
Heal Index: 13.16 % of current HP max without accolades
Recommended Slotting: 3 or more Heal, 1 EndRdx
___________________________________
Radiation Infection
The single most important power in the radiation line. Provides a 33.3% 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.
Endurance Cost: .66 Endo/sec
Base Effect: 33.3% Acc and Def debuff
Duration: Toggle
Recharge Timer:10s
Activation Time: 4s
Recommended Slotting: 5 ToHit Debuff, 1 EndRdx
___________________________________
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 50% reduction in status duration (status effects on you last 1/2 as long), and a 25% damage buff as well as increasing Run and Flight speed. Four recharge slots and perma hasten will make this permanently available. 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: 8m, 35s
Activation Time: 2s
Recommended Slotting: 4 Rchg, 2 EndRec or 3 Rchg, 3 EndRec
___________________________________
Enervating Field
This is the '2' in your 1-2 debuff combo. Enervating field provides a ~35% base debuff to enemy damage and a 42% 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 37.5%, even if your damage is already 'capped'.
Endurance Cost: 1.48 Endo/sec
Base Damage Reduction at 50: 34.3%
Base Damage Increase at 50: 37.5%
Duration: Toggle
Recharge Timer: 10s
Activation Time: 1s
Recommended Slotting: 3-6 EndRdx
___________________________________
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 large accuracy buff.
Endurance Cost: 56.5
Damage Buff: +50%
Recharge Buff Modifier: 1.0
Duration: 1m
Recharge Timer: 3m
Activation Time: 3s
Recommended Slotting: 1 Rech
___________________________________
Lingering Radiation
This buff provides a base 50% reduction in enemy movement speed and attack rate. Slow enhancers can be slotted, but only modify the movement speed debuff. With hasten, this can be stacked to bring enemies down to the attack rate minimum cap (25% base attack rate) and movement debuff cap (10% base movement speed).
Endurance Cost: 23
Duration: 30s
Recharge Timer: 25s
Activation Time: 2s
Recommended Slotting: 2 Slow, 1 EndRdx
___________________________________
Choking Cloud
This power has a 50% chance to hold any enemy in its area of effect for five seconds. 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: 6 every 5 seconds
Base Hold at 50: 5 seconds
Duration: Toggle
Recharge Timer: 90s
Activation Time: 2s
Recommended Slotting: 4 Hold, 1 EndRdx
___________________________________
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. Best use I've found for this power is situational: if a tanker (usually one with perma-unstoppable) is herding, and dies from taking too much damage at the end of Unstoppable's cycle (or just for pulling more than he could chew), you're left with an awful lot of pissed off mobs right around him. Target him with Fallout and most of them will die. This does damage comparable to an alpha-strike power (nova, atomic blast, etc) but can ONLY be targeted on a fallen teammate.
Endurance Cost: 25
Base Damage at 50: 222
Duration: Instantaneous
Recharge Timer: 5m
Activation Time: 4s
Brawl Index: 17.0667
Recommended Slotting: Not recommended, however, anything less than 1 Acc 5 Dam is a waste IF you decide you want this power.
___________________________________
EM Pulse
A very solid, HUGE AoE hold. This power holds most mobs it its for a base of 45s. It is a magnitude 2 hold (will hold Lt's) and has a 50% chance of adding another magnitude 1 hold (for Mag 3, allowing it to hold bosses). Using it turns off your endo recovery for a while, so be careful with it.
Endurance Cost: 30
Base Damage at 50: 47.41
Duration: 45s
Recharge Timer: 5m
Activation Time: 2s
Brawl Index: 3.6448
Recommended Slotting: 3 Rech, 3 Hold or 2-4 Rech
___________________________________
___________________________________
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 10% defense debuff which lasts five seconds.
Endurance Cost: 4
Base Damage at 50: 21.68
Duration: Instantaneous
Recharge Timer: 4s
Activation Time: 1s
Brawl Index: 1.6667
Recommended Slotting: 1 Acc
___________________________________
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 accuracy bonus (+10% - 85% base acc) and a built-in 10% defense debuff which lasts for 5 seconds.
Endurance Cost: 6
Base Damage at 50: 36.14
Duration: Instantaneous
Recharge Timer: 4s
Activation Time: 1.7s
Brawl Index: 2.7778
Recommended Slotting: 6 Dam
___________________________________
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 30% defense debuff which lasts 15 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: 22
Base Damage at 50: 3.6 * 10
Duration: 5s
Recharge Timer: 20s
Activation Time: 1s
Brawl Index: .2778 * 10
Recommended Slotting: 4 Dam, 1 Rech, 1 EndRdx
___________________________________
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 10% defense debuff which lasts for five seconds.
Endurance Cost: 18
Base Damage at 50: 48.79
Duration: Instantaneous
Recharge Timer: 16s
Activation Time: 3s
Brawl Index: 3.7500
Recommended Slotting: 5 Dam, 1 EndRdx
___________________________________
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: 17
Base Damage at 50: 25.29 * 4
Duration: Instantaneous
Recharge Timer: 12s
Activation Time: 6s
Brawl Index: 1.9444 * 4
Recommended Slotting: 4 Dam, 1 InterruptRdx, 1 EndRdx
___________________________________
Aim
This provides a large accuracy (66%) 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: 1s
Recommended Slotting: 1 Rech
___________________________________
Cosmic Burst
Lime Cream Puff of Doom! This power is high damage and a Mag 2 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 10% for 5 seconds.
Endurance Cost: 12
Base Damage at 50: 76.62
Duration: Instantaneous
Recharge Timer: 20s
Activation Time: 3s
Brawl Index: 5.8889
Recommended Slotting: 1 Acc, 5 Dam or 1 Acc, 4 Dam, 1 EndRdx or 1 Acc, 4 Dam, 1 Disorient
___________________________________
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 accuracy bonus of 10% and provides 10% defense debuff for 5 seconds.
Endurance Cost: 18
Base Damage at 50: 32.52
Duration: Instantaneous
Recharge Timer: 16s
Activation Time: 4s
Brawl Index: 2.5000
Recommended Slotting: 5 Dam, 1 EndRdx
___________________________________
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 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% and a defense debuff of 30% that lasts 15 seconds.
Endurance Cost: 24
Base Damage at 50: 41.56smashing, 72.28energy, (54.21energy * 1-3)
Duration: 10s
Recharge Timer: 6m
Activation Time: 3s
Brawl Index: 3.1950s + 5.5556e + 4.1667e
Recommended Slotting: 4 dam, 2 Rech
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PART III - ANCILLARY POWER POOLS
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The Ancillary Power Pools allow you to take your defender several different directions. All of them give you a couple powers which work well with the Rad set; I chose Dark Mastery, but any would be a good choice. The Psychic set has the least natural synergy with Rad/Rad, but there is still some (stacking holds)
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Electricity Mastery Pool
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Electric Fence
A decent-damage Single-target Immobilize. Damage-wise this is similar to X-Ray Beam with a faster activation, but is a DoT attack. IF you take this, add it to your attack cycle instead of Neutrino Bolt. Also, this power has -knockback.
Endurance Cost: 11
Base Damage at 50: 7.22 * 5
Duration: 22 seconds
Recharge Timer: 4s
Activation Time: 1s
Brawl Index: .5556 * 5
Recommended Slotting: 1 Acc, 5 Dam
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Thunderstrike
A good-damage power with a small AoE, which often disorients foes. When the AoE is present, this power deals only very slightly less damage than Total Focus, but disorient is not guaranteed.
Endurance Cost: 34
Base Damage at 50: 93.95 + (24.98 AoE)
Duration: Instantaneous
Recharge Timer: 40s
Activation Time: 4s
Brawl Index: 7.2222e + (1.9204)s
Recommended Slotting: 1 Acc, 5 Dam
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Charged Armor
Probably the best looking of all the armors, it's a bit understated (foot long sparks that rather occasionally show coming off you) and fairly quiet. A standard Ancillary Pool armor which provides resistance to smashing, lethal, and energy (the three most common forms of attack throughout the game).
Endurance Cost .39 Endo/sec
Base Dam Reduction: 30%
Duration: Toggle
Recharge Timer: 2s
Activation Time: 1s
Recommended Slotting: 1 EndRdx, 5 DamRes or 6 DamRes
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Power Sink
A very good power which drains endurance from the mobs and gives it to your favorite charity: you. Slotted for drain, this can suck a large mob nearly dry.
Endurance Cost: 9
Base Endo Gained/Mob: 20
Base Endo Drained: 30
Duration: Instantaneous
Recharge Timer: 2m
Activation Time: 2s
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Dark Mastery Pool
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Oppressive Gloom
A fairly impressive PBAoE disorient toggle which damages you and disorients the mobs around you. You will take damage for each mob in its range each tick (about 2 seconds).
Endurance Cost: .12 Endo/sec
Base Self-Damage at 50: 3dam every 2s per mob in range
Base Disorient Duration: 5s
Duration: Toggle
Recharge Timer: 8s
Activation Time: 4s
Recommended Slotting: Not Recommended, as its job will be handled by Choking Cloud, but if you wish to have this power, slot 1 Disorient.
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Dark Consumption
A good way to refill your endo, Dark Consumption will be useful in fights against bosses or AV's, but is most useful fighting multiple opponents. Its range is rather short.
Endurance Cost: 1
Base Damage at 50: 24.46 + 5% crit chance (double damage)
Base Endo Gained/Mob: 40
Duration: Instantaneous
Recharge Timer: 2m
Activation Time: 2s
Brawl Index: 1.8889
Recommended Slotting: 1 Rech, 1EndRec
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Dark Embrace
Not horrible looking since the new Dark Armor animations, it's a bit loud and looks like a cloud of dust hanging around you. A standard Ancillary Pool armor which provides resistance to smashing, lethal, negative energy and toxic damage.
Endurance Cost .39 Endo/sec
Base Dam Reduction: 30%
Duration: Toggle
Recharge Timer: 4s
Activation Time: 3s
Recommended Slotting: 1 EndRdx, 5 DamRes or 6 DamRes
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Soul Drain
This power ROCKS! It's not quite a self Fulcrum Shift, but it's close, and provides an accuracy buff. This has great synergy with... everything, and works wonders with Choking Cloud. With Hasten + AM, 4 SO Rech will allow it to come up just about as fast as Aim with 1 SO Rech - sufficient to use at the beginning of most every fight.
Endurance Cost: 23
Base Damage at 50: 30.58 + 5% crit chance (double damage)
Base Damage Increase per mob: 12.5%
Base Acc Increase per mob: 12.5%
Duration: 30s
Recharge Timer: 90s
Activation Time: 3s
Brawl Index: 2.3509
Recommend Slotting: 4 Rech
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Psychic Mastery Pool
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Dominate
An excellent single-target Mag 2 hold. Does decent damage for a hold, and is Perma even before Hasten or any Rech is added.
Endurance Cost: 13
Base Damage at 50: 36.14
Duration: 20s
Recharge Timer: 16s
Activation Time: 2s
Brawl Index: 2.7778
Recommended Slotting: 1 Acc, 2 Rech, 2 Hold, 1 Dam or 2 Hold
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Mass Hypnosis
A Targeted AoE sleep, Mass Hypnosis lets you sleep an entire mob spawn, and does not cause any aggro.
Endurance Cost: 18
Duration: 30s
Recharge Timer: 90s
Activation Time: 2s
Recommended Slotting: 2 Rech, 4 Sleep
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Mind Over Body
A mess of pink circles swirls around the outline of your body. It's happily not too annoying, and fairly quiet. A standard Ancillary Pool armor which provides resistance to smashing, lethal, and psionic (the three most common forms of attack in the late game).
Endurance Cost .39 Endo/sec
Base Dam Reduction: 30%
Duration: Toggle
Recharge Timer: 2s
Activation Time: 2s
Recommended Slotting: 1 EndRdx, 5 DamRes or 6 DamRes
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Telekinesis
An Auto-Hit AoE toggle hold which pushes foes away from you. Can be excellent for herding (as you can hold all Lt's and Minions, guaranteed) but is an end hog.
Endurance Cost: 3.58 Endo/sec
Duration: Toggle
Recharge Timer: 60s
Activation Time: 2s
Recommended Slotting: 4-6 EndRdx
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Power Mastery Pool
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Conserve Power
A great way to save on car insurance. I mean endo costs. Cuts them all in half. Can be up about 3/5 of the time.
Endurance Cost: 11
Effect: 50% reduction in all endurance costs
Duration: 90s
Recharge Timer: 10m
Activation Time: 3s
Recommended Slotting: 6 Rech
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Power Build Up
Two Neato Keen powers in one! Build Up and Power Boost for one low price. Can be up about 1/4 of the time,
Endurance Cost: 15
Base Dam Bonus: 80%
Base Effect: +150% effect to all secondary effects and heals
Duration: 15s
Recharge Timer: 4m
Activation Time: 3s
Recommended Slotting: 6 Rech
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Temporary Invulnerability
The standard Tanker power. A direct clone. A standard Ancillary Pool armor which provides resistance to smashing, and lethal (the two most common damage types).
Endurance Cost: .39 Endo/sec
Base Dam Reduction: 30%
Duration: Toggle
Recharge Timer: 2s
Activation Time: 3s
Recommended Slotting: 1 EndRdx, 5 DamRes or 6 DamRes
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Total Focus
A great attack, Total Focus does Extreme damage and stuns pretty much whatever you use it on.
Endurance Cost: 34
Base Damage at 50: 33.94 Smashing + 86.9 Energy
Base Disorient Duration: 15s
Duration: Instantaneous
Recharge Timer: 40s
Activation Time: 4s
Brawl Index: 2.6092s + 6.6806e
Recommend Slotting: 1 Acc, 5 Dam or 1 Acc, 4 Dam, 1 Disorient or 1 Acc, 3 Dam, 1 Rech, 1 Disorient
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PART IV: BUILDING THE BUILD:
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This is not just a guide for my build. I'm providing three different builds here: 1 up to 29, a Respec build from 30 to 39, and a Respec build for 40+
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From 1 to 29: It's hard to get all the powers you want, because all the great rad powers are stuffed in the beginning. However, play it something like this:
Level 1 (Starting Primary) : Radiation Infection /HitDeb
Level 1 (Starting Secondary) : Neutrino Bolt /Acc
Level 2 : Accelerate Metabolism /Rech
Level 3 : Neutrino Bolt: 2 Dam
Level 4 : Irradiate /Dam
Level 5 : Radiation Infection: 2 HitDeb
Level 6 : Enervating Field /EndRdx
Level 7 : Enervating Field: 2 EndRdx
Level 8 : Radiant Aura /Heal
Level 9 : Neutrino Bolt: 1 Dam, Irradiate: 1 Dam
Level 10 : Assault /EndRdx
Level 11 : Irradiate: 1 Dam, 1 EndRdx
Level 12 : Hasten /Rech
Level 13 : Radiation Infection: 1 HitDeb, Hasten: 1 Rech
Level 14 : Super Speed /RunSpd
Level 15 : Accelerate Metabolism: 1 Rech, Hasten: 1 Rech
Level 16 : Swift /RunSpd
Level 17 : Accelerate Metabolism: 1 Rech, Hasten: 1 Rech
Level 18 : Health /Heal
Level 19 : Accelerate Metabolism: 1 Rech, Hasten: 1 Rech
Level 20 : Stamina /EndRec
Level 21 : Stamina: 2 EndRec
Level 22 : Proton Volley /Dam
Level 23 : Stamina: 2 EndRec
Level 24 : Aim /Rech
Level 25 : Neutrino Bolt: 1 Dam, Irradiate: 1 Rech
Level 26 : Hover /Fly
Level 27 : Hover: 1 Fly, Stamina: 1 EndRec
Level 28 : Cosmic Burst /Acc
Level 29 : Cosmic Burst: 2 Dam
This should serve you more-or-less well in the early game when slots are at a huge premium.
From 30 to 40: You're beginning to get some slots, but still not enough for all the wonderful powers you'll get.
Respec at 30 into something like this... 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.
Slot[01] Level 1 (Starting Primary) : Radiation Infection /HitDeb,HitDeb,HitDeb,HitDeb,HitDeb,EndRdx
Slot[02] Level 1 (Starting Secondary) : Neutrino Bolt /Acc,Dmg
Slot[03] Level 2 : Accelerate Metabolism /Rchg,Rchg,Rchg,EndRec,EndRec,EndRec
Slot[04] Level 4 : Irradiate /Dmg,Dmg,Dmg,Dmg
Slot[05] Level 6 : Enervating Field /EndRdx,EndRdx,EndRdx,EndRdx
Slot[06] Level 8 : Radiant Aura /Heal
Slot[07] Level 10 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[08] Level 12 : Swift /RunSpd
Slot[09] Level 14 : Super Speed /RunSpd
Slot[10] Level 16 : Proton Volley /Dam
Slot[11] Level 18 : Health /Heal
Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[13] Level 22 : Aim /Rech
Slot[14] Level 24 : Choking Cloud /EndRdx
Slot[15] Level 26 : Stealth /EndRdx
Slot[16] Level 28 : Cosmic Burst /Acc,Dmg
Slot[17] Level 30 : Lingering Radiation /EndRdx
Then continue Building to 40:
Level 31 : Cosmic Burst: 3 Dam
Level 32 : EM Pulse /Rech
Level 33 : Proton Volley: 3 Dam
Level 34 : Proton Volley: 2 Dam, Cosmic Burst: 1 Dam
Level 35 : Neutron Bomb /Dam
Level 36 : Neutron Bomb: 2 Dam, Choking Cloud: 1 Hold
Level 37 : Neutron Bomb: 2 Dam, Choking Cloud: 1 Hold
Level 38 : Hover /Fly
Level 39 : Hover: 3 Fly
Level 40 : Hover: 2 Fly, Choking Cloud: 1 Hold
That'll get you used to tactics later on. At 40, of course you figure out what you want to do for Ancillary Pools.
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PART V: THE GOAL BUILD
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I chose Dark Mastery, so my final build looks something like this:
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Slot[01] Level 1 (Starting Primary) : Radiation Infection /HitDeb,HitDeb,HitDeb,HitDeb,HitDeb,EndRdx
Slot[02] Level 1 (Starting Secondary) : Neutrino Bolt /Acc
Slot[03] Level 2 : Accelerate Metabolism /Rchg,Rchg,Rchg,EndRec,EndRec,EndRec
Slot[04] Level 4 : Irradiate /Dmg,Dmg,Dmg,Dmg,Rchg,EndRdx
Slot[05] Level 6 : Enervating Field /EndRdx,EndRdx,EndRdx,EndRdx,EndRdx,EndRdx
Slot[06] Level 8 : Radiant Aura /Heal,Heal,Heal,EndRdx
Slot[07] Level 10 : Swift /Run
Slot[08] Level 12 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[09] Level 14 : Super Speed /Run
Slot[10] Level 16 : Proton Volley /Dmg,Dmg,Dmg,Dmg,IntTime,EndRdx
Slot[11] Level 18 : Health /Heal
Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[13] Level 22 : Aim /Rchg
Slot[14] Level 24 : Choking Cloud /Hold,Hold,Hold,Hold,EndRdx
Slot[15] Level 26 : Hover /Fly,Fly,Fly,Fly,Fly,Fly
Slot[16] Level 28 : Cosmic Burst /Acc,Dmg,Dmg,Dmg,Dmg,EndRdx
Slot[17] Level 30 : Stealth /EndRdx
Slot[18] Level 32 : Grant Invisibility /EndRdx
Slot[19] Level 35 : Neutron Bomb /Dmg,Dmg,Dmg,Dmg,Dmg,EndRdx
Slot[20] Level 38 : Phase Shift /EndRdx,EndRdx
Slot[21] Level 41 : Dark Consumption /Rchg,EndRec
Slot[22] Level 44 : Dark Embrace /EndRdx,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[23] Level 47 : Soul Drain /Rchg,Rchg,Rchg,Rchg
Slot[24] Level 49 : Mutation /Rchg
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PART VI: 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. This is unacceptable. Think about this:
A minion will hit you about half of the time. If he does 100 damage a shot, that's 50 damage a round on average. If he has nine buddies, that's 500 damage a round on average.
Your maxed-out RI + EF + LR combo can reduce that damage a lot. Stack 2 LR's on them and their attack rate goes down to 1/4. That means 100 damage every 8 shots instead ot 2 - 125 damage per round average.
Then your maxed-out defense will take that 125 damage and reduce it. Because instead of hitting half the time, they'll hit 1 in 20. 100 damage a shot becomes 100 damage in 20, per attack. And since they only attack once in 4 rounds (because of LR) it's really 100 damage every 80 attacks.
Then EF reduces that damage by 35%. 100 damage becomes 65 damage per 80 rounds.
You've reduced 500 damage a round from ten opponents to a mere 8 damage per round.
As long as you can keep them clumped together. 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-Proton Volley-Cosmic Burst for finishing off the bosses. If there is some kind of sticky debuff or DoT that prevents you from using Proton Volley, use Irradiate + Neutrino Bolt while Cosmic Burst recharges. If the 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. You can then start the Cosmic Burst-PV-Cosmic chain as they will be disoriented again just before you use your Snipe, every time.
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PART VII: TIPS AND TRICKS
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Your toggle debuffs are a constant tick, which will interrupt all interruptible attacks all the way from embalmed cadavers exploding and mortificators rezzing baddies up to Sky raiders laying forcefield generators and crey medics healing.
If you put target something and move behind something you could jump over to gain line-of-sight, you can cue RI, jump, and when you land, RI will go up but will often draw no aggro. Then you and your buddies can enter the area safely under stealth.
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 isn't always the wisest choice because sometimes you will need to recast it at crucial points during a battle, often depleting yourself of endo as AM and HAsten wear off at the same time and you need to have endo left over to recast AM. Running out of endo will often be lethal for you, so I recommend you don't put up AM unless you're about to run into battle. Knowing you'll have it for the full two minutes from the beginning of every fight is priceless.
I'm looking forward to seeing comments and suggestions.
NOTES ON PHASE SHIFT:
Phase Shift's recent fix (so you can't turn on toggles while PS'd) was NOT a nerf to toggle defenders. Phase Shift can still be used to absorb an alphastrike.
Have PS and Super Speed on, walk to the center of the mobs, and turn off SS. All the mobs will shoot you. AFTER this, turn off Phase and put up RI while their attacks are recharging.
The power most affected by the Phase Shift change was Choking Cloud, which now takes longer at the beginning of the fight to hold the mobs (since it doesn't easily grab everything until after your RI+Irradiate goes off).
Phase Shift+SS is the preferred method to go Invis when CC is running because PS turns CC's effect off without making you wait for it to recharge and need to activate it again. The power Invisibility will also do this, but leave you vulnerable to sniper attack and mobs that see through invis. In this way, Phase Shift can be used as the on/off switch for CC.
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PART VIII: APPENDIX: USEFUL SUPPELEMENTARY INFORMATION
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Defender Unslotted Brawl Damage at 50: 11
Defender Brawl Index Scale Damage at 50: 13.0077
Power Recharge Formula: New Recharge = Old Recharge / (1 + (sum of all rech modifiers))
Common Recharge Modifiers:
Mutation: 1.0
Hasten: .7
Speed Boost: .5
Adrenaline Boost: .5
SO Rech Enh: .333
AM: .3
Quickness: .2
DO Rech Enh: .167
TO Rech Enh: .083
Endo Recharge Formula: New Endo Recharge = (Max End / 60) + (Sum of All Rech Buffs)
Base Endo Rech: 1.67 endo/sec
Common Endo Rech Buffs:
Adrenaline Boost: 4.175(unconfirmed)
Recovery Aura: 1.67
Speed Boost: .933
Quick Recovery: .556
Stamina: .506
AM: .506
Power Endo Usage Formula: New End Cost = Old End Cost / (1 + (sum of all end cost discounts))
Common End Cost Discounts:
Conserve Power: .5
SO EndRdx Enh: .333
DO EndRdx Enh: .167
TO EndRdx Enh: .083
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-Radiation Blast-
Atomic Blast - 3.1950s + 5.5567e + 4.1675e * 0-2
DEFENDER EPIC POOLS:
-Electricity Mastery Pool-
Electric Fence: .5551 * 5e
Thunderstrike: 7.2226e + (1.9219s (AoE))
-Dark Mastery Pool-
Dark Consumption: 1.8804
Soul Drain: 2.3509
-Psychic Mastery Pool-
Dominate: 2.778
-Power Mastery Pool-
Total Focus: 2.6092s + 6.6806e -
[ QUOTE ]
I think my brain actually hurt while reading that, is that english?
[/ QUOTE ]
No, it's apparently some form of ancient and eclectic dialect of Dragonese.. Modern scholars are utilizing state-of-the-art linguistic and codebreaking techniques to try and discover any meaning in this seemingly unintelligible post...