The all Radiation Corruptor VG.
Prologue
Well, there isn't much to say, except for the past 2 days the 'VG'on Triumph has been going great, we've probably only played for 3 hours total and everyone is level 10+. I will be starting the VG tonight (Friday). And so I am amazed at the power we have right now. But I feel that the SG cannot function without a proper guide for everyone to run by, so after watching Buffer Overrun for long enough, I feel I am qualified to write a guide on this.

This is mainly for my SGmates but anyone is welcome to use this information if they are looking to start their own /radiation VG.
I'm basically going to be running through everything I can think of to make the group run smoothly, in no paticular order. I'll be throwing in a few numbers here and there in addition to 1 or 2 binds to make everyones life easier.
I thought we got Fulcrum Shift at level 38?
Accelerate Metabolism. The real entire basis of this SG, IMO the one of the better buffs in the entire game gives everyone in the team 25% Damage, +30% Recharge Reduction, approximately +50% endurance regeneration increase, and a speed increase. Stacked 8 times, you get +200% Damage, +240% Recharge Reduction, seemingly infinite endurance, and huge +speed. On my original post, stageIII posted some very helpful numbers on AM, I'll post them here for everyones viewing pleasure.
4 Player Team w/3 DO Recharge in AM
---------------------------------------------
AM is up 2 minutes and down 1 minute.
Damage is 180% of base.
Sprint is 37MPH (base SS is 55MPH)
Hover is 20MPH (base sprint is 20MPH!!)
Fly is 46MPH
+2 Boss defense and accuracy capped (at ~7.5% in I7)
+2 Boss damage and resistance at ~25%
Adding Hasten w/3 DO Recharge means AM down ~10 seconds and hasten down ~30 seconds
8 Player Team w/3 SO Recharge in AM
---------------------------------------------
AM is double stacked every 70 seconds.
Damage is 260% of base. (3 SO is 200%)
Sprint is 55MPH (base SS is 55MPH)
Hover is 37MPH (base sprint is 20MPH!!)
Fly is 64MPH
+2 Boss defense and accuracy capped (at ~7.5% in I7)
+2 Boss damage and resistance capped
Adding Hasten w/3 SO Recharge means triple stacked AM X 8 which is just plain silly.
So as you can see, having 24 AMs up at a time is, well, I'll let you use your own wording for it.
Follow the Leader
Whenever a team is formed the first thing to do is to decide who the toggle leader(s) will be. First of all, let me explain what a toggle leader is; The toggle leader is the person who everyone will click and target so that you always attack the target that they have selected, this is to assure that everyone puts their toggles on the same target (duh). As soon as the toggle leader says their anchor bind (which I will get around to later) everyone immediantly rushes up to the range of the toggle leader and procedes to put turn their toggles on, the toggle leader will keep his anchor target for a few seconds to assure everyone got a chance to do it. Once the debuffs have been established everyone should select a different target, AoEs are welcome, just no single target attacks on the debuff anchor. In teams of 6 or more there should be 2 toggle leaders just because of the size of the spawns, 1 anchor won't hardly get half of the mob, one toggle leader will take the back of the spawn (furthest away) and the other will take the front of the spawn (nearest to the team). When there are 2 toggle leaders everyone should know who they are assigned to and that they are evenly distributed.
Helpful Binds
Auto_Reload posted some very useful binds that I reccomend that everyone use, if you aren't to savvy with the computer and can't figure out how to set these binds up, I will be posting some idiot-proof binds below it. These are REQUIRED not optional, you must use binds because you never know when you will need to be the toggle leader and it helps avoid TONS of confusion. However, you only need these binds if you are a toggle leader, if you aren't, you don't have to use these binds.
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I Agree 100%. I also reccomend having binds, or at the least macros. I just setup a bind for the Lead target, and a bind for the follow-throughs. I'll post them below.
Also, the lead target needs to target long enough for the rest of the group to cast on that target. Using the bind system I have set up, all the lead target needs to do is make sure everyone has called it out and then he can re-target.
-----------BIND FOR LEAD TARGET--------------
SAVE AS RI1.TXT
f "Local Anchoring $target.$$powexec_toggleon Radiation Infection$$bind_load_file c:\Fly\RI2.txt"
-------------------------------------------------------------------
SAVE AS RI2.TXT
f "powexec_toggleon Enervating Field$$bind_load_file c:\Fly\RI1.txt"
Now with this combo, after you load it, first press of "f" will locally say "Anchoring (target)." and cast Radiation Infection. The second press will then que up Enervating Field. This I think is a must on a team so everyon knows exaclty who is the anchor by name.
---------BIND FOR FOLLOW THROUGHS-------------------
SAVE AS TRI1.TXT
l "powexec_toggleon Radiation Infection$$bind_load_file c:\Fly\TRI2.txt"
SAVE AS TRI2.TXT
l "Local DONE!$$powexec_toggleon Enervating Field$$bind_load_file c:\Fly\TRI1.txt"
--------------------------------------------------------------Now with this bind, the follow thorugh's (the ones who are targeting through the lead target) will first press "L". This will cast Radiation Infection. The second press of "L" will locally say "DONE!" and then cast Enervating Field. By counting the number of DONE!'s in the chat log, or by galncing just to make sure, the Lead Target will know when it is safe to retarget and leave the anchor alone. Using this bind you will not have to wait for anyone to actually type anythign, it is all done in an instant. The momment you press "L" the seoncd time, Done will appear. I think using this system will make sure the team is on the right track, and all targeting the same anchor, and make sure the Lead Target doesn't re-target too quickly leading to more anchors and causing the team to lose its effectiveness.
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Here are the ones I use for my toggles and for AM:
/macro RI "team, My debuff anchor is $target! Please toggle him!$$ powexec_name Radiation Infection"
Now, when you use this you will then use Enervating Field on the same target and immediantly after you cast Radiation Infection, so 2 binds aren't needed.
/macro AM "em whistle$$ team, [Everyone gather and wait for my mark to cast Accelerate Metabolism!]"
Then wait for everyone to hug and press F7 or just say Ready! then use your AM, this brings me to my next point which last night ended up being a minor problem and something that stageIII really brought to my attention.
Let's Hug
Only one person (namely the TEAM leader) calls for the AM hug. You do NOT pop AM without the call. You do NOT ignore the call. Do whatever you want with hasten.
Power Requirements and Suggestions
Accelerate Metabolism is required to pickup by level 4 and 3 slotted with SOs at level 22.
Radiation Infection at level 6.
Enervating Field by level 12.
Those are the only powers are are required, the rest is up to you.
While a bit of no brainer that
Stamina is useful, it really isn't needed if you play solely in this team, which is what I'm hoping post of us do, however, I, personally will be picking up stamina even I will only be teaming with the VG because I still see it as useful during PvP and if someone dies and loses the AMs stamina is quite useful.
Recall Friend is VERY useful as people join the VG while others are higher level we are able to tote them around. I decided not to require the leadership pool as it is sort of negated with all the debuffs and AMs.
Hasten is VERY useful because it allows us to get AM up faster. I reccomend that everyone picks it up.
It's also great to take as many team oriented powers as we can.
For Primaries I suggest HIGHLY against Energy as it is loaded with knockback, Sonic, Fire and Dark are probably the most useful to the group but any other primaries are great too, just not energy.
Robin, Boy Wonder
SKing works very well in the all-Rad team. SKs are usually handicapped in general because they don't have their attacks well slotted, or because they're using Training or DO Enhancements when everyone else has SOs. With RI and 8 stacked AM, a level 6 SK will do nearly as much damage as a level 25 character. They'll both hit 95% of the time, and they'll both have +200% Damage from AM. The level 25 char could have an additional +100% Damage from slotting Damage SOs, but that's not much more than the level 6 char. SKs are also typically not as useful as their higher level counterparts by not having as many powers. But all of the great Radiation powers come at very low level at 2, 4, 10 respectively. Higher level characters just get a movement power and more variety.
Mais, La End
I suppose that concludes it, please check back later as I'm sure I've forgotten plenty of stuff and I will be adding updates in forms of replies, not editing. If you are still interested in the Triumph all /Radiation corruptor VG then please email me at
elliotfsl@gmail.com or join the chat channel Fallout Felons or contact me on my global @Profuse
Thanks!
EDIT: Messed up paragraphs.