THE Rad/Dark Defender Post
This is what I have. Using the updated template, changed on some of my preferences or more immediate needs. Level 12 currently.
Radiation Infection
Dark Blast
Accelerate Metabolism
Moonbeam
Mutation (didnt take EF, group a lot)
Radiant Aura
Hover ("defense bonus" - yeah, right)
Hasten (couldn't wait and need recharge bad)
At 14 I will take Fly and if its slow might take Superspeed after. Finding my xp intake is not as good as it could be without fast travel when looking for targets or going to missions with nothing but sprint/AM to get around. Also considering Choking Cloud instead of some of the other debuffs since it is AOE and the target debuffs get old fast.
Suggestions?
[ QUOTE ]
This is what I have. Using the updated template, changed on some of my preferences or more immediate needs. Level 12 currently.
Radiation Infection
Dark Blast
Accelerate Metabolism
Moonbeam
Mutation (didnt take EF, group a lot)
Radiant Aura
Hover ("defense bonus" - yeah, right)
Hasten (couldn't wait and need recharge bad)
At 14 I will take Fly and if its slow might take Superspeed after. Finding my xp intake is not as good as it could be without fast travel when looking for targets or going to missions with nothing but sprint/AM to get around. Also considering Choking Cloud instead of some of the other debuffs since it is AOE and the target debuffs get old fast.
Suggestions?
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A couple:
1. I wouldn't bother with 2 travel powers before 20. You *really* should be looking to get stamina as soon as you can fit it into your build. Since it's 3 powers and you're already 12 (travel at 14) that means you'll be doing the stamina grind next (16,18,20) or else picking up one power and pushing stamina back to 22.
2. If there's a power to take at 16 that isn't getting you ready for stamina, I'd say it should be EF (which I personally think is MORE effective for group play than solo, because of the end useage). It really is that good, even though it chews through your endurance.
3. After stamina, you're best powers are probably: Lingering Radiation, Tenebrous Tentacles, Gloom.
4. Hover and hasten only provide a 5% def bonus each. The real defense bonus on hover is to hang out above the badguys out of melee range which prevents the badguys' biggest attacks.
Great guide! My Rad/Dark guy is L20 right now, built around the soloing theme (i.e. Gloom over Moonbeam). He still works great in groups, though - AM alone is enough to make everyone else happy, and the debuffs and immobilize is gravy. A few people were asking for builds so I figured I might as well post mine:
Archetype: Defender
Primary Powers - Buff/Debuff : Radiation Emission
Secondary Powers - Ranged : Dark Blast
Slot[01] Level 1 (Starting Primary) : Radiation Infection /HitDeb
Slot[02] Level 1 (Starting Secondary) : Dark Blast /Acc,Dmg,Dmg,Dmg
Slot[03] Level 2 : Gloom /Acc,EndRdx,Rchg,Dmg,Dmg,Dmg
Slot[04] Level 4 : Accelerate Metabolism /Rchg,Rchg,Rchg,Rchg,EndRec,EndRec
Slot[05] Level 6 : Enervating Field /EndRdx,EndRdx
Slot[06] Level 8 : Combat Jumping /Jump
Slot[07] Level 10 : Hurdle /Jump
Slot[08] Level 12 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg
Slot[09] Level 14 : Super Jump /Jump
Slot[10] Level 16 : Tenebrous Tentacles /Acc,Rng(Cone),Immob,Dmg,Dmg,Dmg
Slot[11] Level 18 : Health /Heal
Slot[12] Level 20 : Stamina /EndRec
Slot[13] Level 22 : Night Fall /Acc,Rng(Cone),Dmg,Dmg,Dmg,Dmg
Slot[14] Level 24 : Lingering Radiation /EndRdx
Slot[15] Level 26 : Mutation /Rchg
Slot[16] Level 28 : Maneuvers /DefBuf
Slot[17] Level 30 : Tactics /HitBuf,HitBuf,HitBuf,HitBuf,HitBuf,HitBuf
Slot[18] Level 32 : EM Pulse /Acc,Acc,Hold,Hold,Rchg,Rchg
Slot[19] Level 35 : Life Drain /Acc
Slot[20] Level 38 : Blackstar /Empty
Took him out on the Synpase task force last weekend, at L19 with four L15-18 heroes. We owned 'em, the poor Empath was spending a lot of time looking for something to heal.
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NOTE 3: I reserve the right to be utterly dead wrong about Rad/Dark defenders from 40 to 50. (I won't be though)
I'm not wrong.
3 things post 40 worth noting:
1) AVs abound in missions and story arcs. Bring friends, have fun, no problems.
2) Damage is sliding off a bit. Bosses are starting to take a little longer to deal with, but nothing too serious yet.
3) You will learn to hate hold, sleep, disorient, and end drainers. One you can get protection from via Acrobatics, but the other three suck. You need to learn your enemies abilities and adapt accordingly.
Well, there is one other thing:
You will REALLY learn to hate Carnie Illusionsists. With a passion you never thought possible.
Still fun, can still easily solo and add significantly to a group. And I screwed up my build.
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How do you drop 3 debuffs, a couple controlls/holds, and an AoE or 2 all at the same time?
I put off the biggie powers to get perma-hasten/am and stamina by 20. That means I've been waiting on tentacles, enervating field, lingering Rad, night fall, etc.
Well now I'm finally 20. The 20s are going to be a lot of fun, picking up these new powers. Up till now, I've been getting by on RI, moonbeam, gloom, and dark blast. I know my tactics are going to change a LOT from here on out.
I am looking for some help on how to build a tactic and a gameplan for these new powers.
Currently I was thinking of my post-20 build something like:
Slot [13] Lev 22: Tenebrous Tentacles
Slot [14] Lev 24: Night Fall
Slot [15] Lev 26: Lingering Radiation
Slot [16] Lev 28: Enervating Field
Slot [17] Lev 30: Maneuvers
Slot [18] Lev 32: EM Pulse
Slot [19] Lev 35: Tactics
Slot [20] Lev 38: Black Star
Slot [21] Lev 41: Hover
Slot [22] Lev 44: Fly
Slot [23] Lev 47: Assault
Slot [24] Lev 49: Group Fly
Last 2 powers ain't really deadlocked or necessary.
This build is done with the theory that I'd build my tactics around tentacles; later taking nightfall to hurt 'em once they're locked down, slow next to maybe hit after I've opened, EF to reduce their damage dealing capabilities.
I'm wondering if it'd be better to take Lingering Rad first- so i can learn how to slow 'em, then take nightfall to get used to the cone for blasting groups of 'em, then take TT to work in locking 'em down, and EF to neuter 'em.
Started an ill/rad controller. It's nice to hold a lieu real quick- set that guy as my RI debuff anchor, go to town on surrounding minions, and then turn my attention back to the boss.
I can imagine doing something similar with Tents and RI, without the added convenience of the boss or lieu being held (at least till EMP).
I could also just see taking nightfall first to get used to using the cone.... or Tents then EF, so I can lock 'em with the double debuff, after puttin the Tents on 'em.
Just wondering what a good tactic is given those powers; if i have to take them in a given order?
I'd suggest:
Slot [13] Lev 22: Enervating Field
Slot [14] Lev 24: Tenebrous Tentacles
Slot [15] Lev 26: Night Fall
Slot [16] Lev 28: Lingering Radiation
Slot [17] Lev 30: Maneuvers
Slot [18] Lev 32: EM Pulse
Slot [19] Lev 35: Tactics
Slot [20] Lev 38: Black Star
Slot [21] Lev 41: Hover
Slot [22] Lev 44: Fly
Slot [23] Lev 47: Assault
Slot [24] Lev 49: Group Fly
Shuffle things that way. EF is a general boost to all damage, so it will help you level solo and help immensely in a group, and only takes 1 or 2 extra slots for End Reducers.
TT next to help you lock the mobs around the anchor, but it needs a few slots to either pack a punch via damage enhancers or lock them in place for a long time with immob duration enhancers.
Nightfall before LR, as LR works remarkably well even with a single slot while Nightfall needs slots to pack a punch.
Everything past 40 is candy for most builds. Consider getting Super Speed for the stealth component since you already have Hasten.
EF, TT and LR all fire remarkably fast, so lead with them unless you have stealth, then leading with Rad Infection is how I do things. The -def and -acc of RI makes everything that has an accuracy check land reliably while not taking many hits at all.
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For those who took Moonbeam instead of Gloom, how is the recharge? I'm level 6 with Moonbeam. After the first big shot, I'm left plinking away with Dark Blast until MB recharges. I'm wondering if I'd do faster damage with Gloom. Also, would both Gloom and Moonbeam be overkill?
I played a Rad/Rad defender up to about 8 or so. He rocked in solo. I had trouble in groups, though, due to all of the chaos. It sucked to have people scatter or kill my anchors. I felt like I really wasn't contributing very much to the group. Do you have any suggestions for group play with this build? I'm sure I'll feel more useful once I get TT, but that's not until 16.
Oh, and for those that pick up AM early, when should you start slotting it? Which is a higher priority - AM or your blasts? Same question for when you get Haste.
Thanks.
Got to reply to add it to favorites .. so .. um here is a reply.
I got dark blast and gloom. I don't know if I am going to take moonbeam. Gloom is a pretty nice attack, it does more damage than dark blast even with 2 extra damage boosters in dark blast. The DOT is very fast and doesn't take much time to happen.
I put 2 more slots in AM. That is all I'm going to do until I get hasten and SOs in those slots. I want to have AM on all the time but I'm not sure how many slots that will require. I plan on putting 5 or 6 in Gloom and Dark Blast. I got a couple right now and the next 2-4 will go in those.
Amazing post, and infinatly useful to me now that i've become disatisfied with the way my rad/rad was turning out(along with a few choices i made buildwise). So I rerolled as a /dark and checked the forums to help with a few dark choices. This is EXACTLY what I was looking for.
Addler - Rad/Drk in training
What didn't you like about Rad/Rad? I have a character that's going down that path and I'm happy with it. Having read this excellent thread I can see the appeal of Rad/Dark though! My current main Defender is Emp/Dark, and the Dark skillset is one I really like, but I wanted some secondary variation in my second Defender hence Rad/Rad. Just curious as to why Rad/Rad may not be a good combo
thnx
Well, from an entirely personal standpoint, I don't like x-ray. I just don't. The power itself is fine, but the eyebeam part bugs me. Also, I kinda messed up the build as i was going along, and want to re roll any way. The dark blast powers just appealed to me more than the rad's did.
ChaoticDNA
Thanks for the advice!
I already have Super Speed.
I use its stealth currently.
I usually use 2 different methods in engaging groups; both still sporting the SS.
First way is simple- single pull with moonbeam, debuff if things get hairy (like accidentally aggroing everyone or if it's a boss), gloom and repeat.
Second way is to pick a boss or lieu, debuff 'em w/RI, sit in the cloud zone for the coming aggro, blast n repeat.
EF is really end intensive, so I'm reluctant to use it more than just for short periods. I agree it neuters enemies and makes me feel like I'm hittin like superman. I could see going TT, then EF, anticipating that return volley.
How long do Tents tend to lock down?
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For those who took Moonbeam instead of Gloom, how is the recharge? I'm level 6 with Moonbeam. After the first big shot, I'm left plinking away with Dark Blast until MB recharges. I'm wondering if I'd do faster damage with Gloom. Also, would both Gloom and Moonbeam be overkill?
I played a Rad/Rad defender up to about 8 or so. He rocked in solo. I had trouble in groups, though, due to all of the chaos. It sucked to have people scatter or kill my anchors. I felt like I really wasn't contributing very much to the group. Do you have any suggestions for group play with this build? I'm sure I'll feel more useful once I get TT, but that's not until 16.
Oh, and for those that pick up AM early, when should you start slotting it? Which is a higher priority - AM or your blasts? Same question for when you get Haste.
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1. The recharge is only so-so. I picked up gloom later on in my build and I'll probably drop moonbeam on respec. It's useful and as a rad defender I can use it point blank... but it's just kinda... inefficient. Nice pulling power, but with Superspeed I can use regular attacks to pull with. I hardly ever use moonbeam these days (level 25).
2. Teach them about anchors, then stop fretting. If they kill 'em, they kill 'em. If you've got AM/Hasten then they'll be back up quickly and you can recast. Fire EF first because it casts quickly. That's also a good time to check everyone's health to see if a heal would be useful.
3. I slotted it pretty quick. It's SUCH a great power that I 6 slotted for recharge until 22 when I could put SOs in and turn 2 recharges into endurance recovery.
Oh great post, but now there are gonna be tons of RAD/DARKS around. AS to your choice of powers I really don't think you can go wrong with any of the powers in either set except fallout. Boxing, Jumping Kick, toughness and choking cloud make for an interesting alternative to a normal scrapper......
pretty good stuff, i differ in opinion on a few things but it's just a matter of personal taste.
~gloom owns when 6 slotted, hands down. moonbeam i hardly ever use other than to pulla mob or two out of a large group, 6 slotted it does only a little more damage than gloom and takes alot more time and end. i kill even con minions with enervating field on them with one shot of gloom and one shot of dark blast (both 6 slotted with 1 acc, and 5 dmg) again, it's a matter of personal taste.
~dark pit and choking cloud are much better than you think, it all depends on how you use them....mob's don't always stay in tight little groups like people want them to, and occasionally you will see crossfires in door missions and taskforces if you are pushing thru them fast....you wanna talk about not having to use heal very much, these two powers are your ticket to just that.
they give you the versatility of being that ghetto controller.....that isn't ghetto AT ALL....if you slot heavily with at least one or two end reduction in all of your toggles, there is nothing you can't do for your group. cone root, accuracy debuff toggle, damage redux toggle, slow/snare, AE choke hold and AE hold, AE disorient.....need i say more about the power and versatility?
~nightfall- i wasn't real happy with nightfall period, mebbe it's just cause im spoiled by thinking all of the other powers are good /shrug.....
again it's all a matter of personal taste, the only things i didn't agree with on the original post is that i personally love choking cloud and dark pit, and use them on a regular basis when grouping (not much when soloing). and i love gloom and use it ALL of the time, when grouping or soloing....it's also my favorite offensive power animation, the skull chasing a badguy running away still makes me grin evilly every time i see it....and i love the thought of sending a glowing eyed evil skull towards an opponent when and if pvp ever comes out
things mentioned above i would definately reiterate on....
~mutation being optional, if you need to res...you messed up, there is no benefit to ressing in this game other than to save someone the run back really, i have never bothered to get res....tho i will at 38 just to have for the higher lvl missions and taskforces etc, pre 35 i have never once needed it.
~lifedrain is worthless, i had really hoped it would be alot more damage and or heal than it is...especially seeing as noone can even pick it until 35, unless it gets t weaked in the future it is utterly worthless unenhanced, and as unhappy with it as i am i don't see myself slotting it heavily just yet..perhaps in time. i also felt myself wishing lifedrain had alot better graphic to it, sort of a cross between the dark powers look and the kinetics debuff animation.....would be a neat power if it looked like you were just snatching the life and soul right out of a bad guy :P
i've tried and played almost every power set to at least 10 or 12 now, and i have to say radiation/ dark is the most fun and versatile combo i have messed around with yet, and is definately my favorite character. much <3 for this build, thanks devs.
Excellent post. Has it been copied onto the FAQ forum yet, to avoid eventual deletion?
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Finally, a post that has something to do with my defender's power set. Nice post btw, it was quite helpful.
My first char was a Rad/dark defender. He's lvl 21 now, and is MAJOR screwed up. Picked all my pool powers early, 3 of which are all about travel. He doesn't have RI, EF, TT, LR, nothing. His slotting is all screwed up, with dark blast, gloom, and moonbeam having no more than 3 slots each. I was fine with his build, it was fun... until lvl 20... It was all down hill from there. he has 1 slot hasten, 4 slot AM, 6 slot RA, 2 slot swift. He can't pull his own weight, and the only thing going for him is that RA heals 100 dmg.
He currently has: Hover, Dark Blast, Gloom, Moonbeam, RA, Mutation, AM, Hasten(1 slot), Swift, SS, SJ, CJ, Hover. That's it. All are poorly slotted with the exception of maybe AM, and RA.
I haven't played him since he reached 21, and instead started a INV/EM tanker (who is my current main), and later, a Rad/elec defender that i don't really play. But with the promise of respec, I'm hoping I can save his bacon. I loved playing him, but he capped out in usefullness at 21 from what i can tell. I want to get him to at least 26 or 27 so that he can be ready to do the TV respec TF. So I have two questions/problems.
1) How should I slot him and what powers should i get between 21 and 27 so he'll be useful in TV respec TF?
2)Once(if ) I get respec, how should i change him? I have a template I've come up with, and I think it should work much better, but I want to get some outsider advice.
Archetype: Defender
Primary Powers - Buff/Debuff : Radiation Emission
Secondary Powers - Ranged : Dark Blast
Slot[01] Level 1 (Starting Primary) : Radiation Infection /HitDeb,HitDeb,HitDeb,DefDeb,DefDeb,DefDeb
Slot[02] Level 1 (Starting Secondary) : Dark Blast /Dmg,Dmg,Dmg,Dmg,Dmg,EndRdx
Slot[03] Level 2 : Gloom /Dmg,Dmg,Dmg,Dmg,Dmg,EndRdx
Slot[04] Level 4 : Accelerate Metabolism /Rchg,Rchg,Rchg,Rchg,EndRec,EndRec
Slot[05] Level 6 : Enervating Field /EndRdx,EndRdx
Slot[06] Level 8 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg
Slot[07] Level 10 : Moonbeam /Dmg,Dmg,Dmg,Dmg,Dmg,EndRdx
Slot[08] Level 12 : Radiant Aura /Heal,Heal,Heal,Heal,EndRdx,Rchg
Slot[09] Level 14 : Super Speed /Run
Slot[10] Level 16 : Tenebrous Tentacles /Dmg,Immob,Immob,EndRdx,Rng(Cone)
Slot[11] Level 18 : Hurdle /Jump
Slot[12] Level 20 : Health /Heal
Slot[13] Level 22 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[14] Level 24 : Lingering Radiation /Slow,Slow,EndRdx,Rchg
Slot[15] Level 26 : Night Fall /Dmg,Dmg,Dmg,Dmg,Rng(Cone),EndRdx
Slot[16] Level 28 : Maneuvers /DefBuf,DefBuf,DefBuf,EndRdx
Slot[17] Level 30 : Stealth /DefBuf
Slot[18] Level 32 : EM Pulse /Hold,Hold,Hold,Rchg,Acc
Slot[19] Level 35 : Tactics /HitBuf,HitBuf,HitBuf,EndRdx
Slot[20] Level 38 : Blackstar /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[21] Level 41 : Mutation /Rchg
Slot[22] Level 44 : Whirlwind /EndRdx
Slot[23] Level 47 : Grant Invisibility /EndRdx
Slot[24] Level 49 : Phase Shift /EndRdx
That's about it. Any help would be vastly useful. Thanks again.
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What would you say about skipping both Gloom and Moonbeam in favor of more defensive powers early?
Following part of a build I found in another post, I am only going to take Dark Blast until 16 when I get Tenebrous Tentacles. I will take Night Fall at either 22 or 28, but I haven't decided yet.
Where i take them doesn't really matter up to 27. Again this is for a respec, and will probably already have gloom and moonbeam in the mix at 27 during the respec. Unless you are saying if I would consider taking them after i reach lvl 30, in which case, i'd say no.
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Triviate, your build is similar to mine, and mine's working real well.
Here's mine:
Archetype: Defender
Primary Powers - Buff/Debuff : Radiation Emission
Secondary Powers - Ranged : Dark Blast
Slot[01] Level 1 (Starting Primary) : Radiation Infection /HitDeb,HitDeb,HitDeb,DefDeb,DefDeb,DefDeb
Slot[02] Level 1 (Starting Secondary) : Dark Blast /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[03] Level 2 : Gloom /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[04] Level 4 : Moonbeam /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[05] Level 6 : Enervating Field /EndRdx,EndRdx,EndRdx
Slot[06] Level 8 : Accelerate Metabolism /Rchg,Rchg,Rchg,Rchg,EndRec,EndRec
Slot[07] Level 10 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[08] Level 12 : Lingering Radiation /EndRdx,EndRdx,Slow,Slow
Slot[09] Level 14 : Super Speed /Run
Slot[10] Level 16 : Tenebrous Tentacles /Immob,Immob,Immob,Immob,EndRdx,Rng(Cone)
Slot[11] Level 18 : Hurdle /Jump
Slot[12] Level 20 : Health /Heal
Slot[13] Level 22 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[14] Level 24 : Boxing /Dmg
Slot[15] Level 26 : Tough /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[16] Level 28 : Weave /DefBuf,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
Slot[17] Level 30 : Combat Jumping /DefBuf
Slot[18] Level 32 : EM Pulse /Acc,Acc,Hold,Hold,Rchg,Rchg
Slot[19] Level 35 : Super Jump /Jump
Slot[20] Level 38 : Blackstar /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[21] Level 41 : Acrobatics /EndRdx
Slot[22] Level 44 : Radiant Aura /Heal,Heal,Heal
Slot[23] Level 47 : Mutation /EndRdx
Slot[24] Level 49 : Swift /Run
Instead of Stealth and Leadership, I took Fighting & Leaping.
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What would you say about skipping both Gloom and Moonbeam in favor of more defensive powers early?
Following part of a build I found in another post, I am only going to take Dark Blast until 16 when I get Tenebrous Tentacles. I will take Night Fall at either 22 or 28, but I haven't decided yet.
[/ QUOTE ]
If you're planning to group a lot, You can easily keep yourself busy with buffs, debuffs and heals such that you don't really need many attacks, and you'll be fine with just DBlast. If you plan to solo, however, it's a LONG slow road with just DBlast and Brawl - Grab gloom (IMO better for soloing than moonbeam, but there's a 50/50 split on these boards) as a strong second attack. You can always respec it out later.
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great guide, but would any of you suggest either Gloom or Moonbeam for better sustainable damage power for the END cost when soloing with the Debuff / Tentacles method?
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Gloom is probably better for that method. It's damage to endurance ratio is a bit better and can't be interrupted like moonbeam (rare with RI up, but it does happen). If you never really plan to pull with Moonbeam, you probably shouldn't bother with it.