Radiation Emission + Blast Guide


Alexina

 

Posted

Well here's my first guide. Rad / Rad is the only thing I consider myself well versed in so I figure it's time to share my knowledge. Hope you guys like it and any feedback is always welcome!

Note1: This guide isn't just for Rad/Rad defenders. My evaluation of each power can be used to figure out how they can best fit into YOUR build.

Note2: As much as I try to express the facts in this guide, it is still strongly influenced by my own opinions and expirences. That being said, other players may feel that some of my recommendations are incorrect. They are welcome to say so but I remind the reader that they too are speaking from thier own opinion and ultimately it's up to you to choose what powers to take.

Note3: There are NO wrong builds! Play the game to have fun and build your character however you choose. No one has the right to tell you that you are not playing your character the way you're supposed to. It is my hope that this guide educates you and helps you make the best choices possible. However, in my mind, Character Concept is greater than Character Uberness! Build your character into a story and you'll be much more statisfied when you play.

Note4: BIs taken from Hero Planner 1.5b I will test these numbers myself and post any corrections here.

Neutrino Bolt
BI: 1.66
- The Radiation Machine Gun. I have expirimented with this power both unslotted and 6 slotted. When you consider the 6 slotted damage along side the 2 second recharge, this little power can really add up. Throw in Hasten and this baby recharges in 1.17s (1s flat if you have AM+Hasten). But alas, this power is either unslotted or 6 slotted IMO, as anything in between just doesn't seem worth it to me.

X-Ray Beam
BI: 2.77
- Less than twice the damage of Neutrino Bolt but twice the recharge. In my expirence, simply spamming Neutrino Bolt is better than taking this power.

Irradiate
BI: 2.77
- The best AoE attack in the Radiation Blast set. It has a better BI than Neutron Bomb and is a HUGE defense debuff. If you're looking for that one AoE to squeeze into your build I would strongly suggest this over Neutron Bomb. This is a PBAoE and if your defender doesn't plan to get his hands dirty stay away from this.

Electron Haze
BI: 3.75
- This is a power I have always been on the fence about. Decent damage (greater than X-Ray Beam) and defense debuff with a kinda long recharge time. The animation is a little long and cuts into your Neutrino Bolt time. This power can Knockback although it seems to do so erratically. Be warned! Knockback can and will annoy teammates and can also knock villains out of debuff zones if you are not careful.

Proton Volley
BI: 7.77
- The sniper attack for the rads. I really enjoy this power and I find that I do use it in close combat with my Rad/Rad. Slightly above average damage when compared to other defender snipes, what sets this one appart is that it is like a DoT, applying it's damage 4 times instead of just one lump sum. This could let villains get one last parting shot before they drop. Also, I have found it's slightly sub par for pulling, as it seems to me that a DoT is more likely to alert nearby foes. Whether that's true or not is unconfirmed.

Aim
BI: NA
- Great power and most defenders will swear by it. If you are looking to play an aggresive defender or a complete Offender, I strongly recommend getting this power as soon as you have space for it. Do not just think of this as an accuracy pump, this also is a good damage pump as well.

Cosmic Burst
BI: 5.88
- I cannot begin to explain how good this power is. Great damage, and the stun is near perfect. Minions are stunned 100% of the time and Lieutenants are stunned most, if not all, of the time as well. Bosses take 1 or 2 applications to stun but you can easily keep most villains chain stunned with this power. If you are taking Radiation Blast as your secondary, this power is a MUST have.

Neutron Bomb
BI: 2.5
- The only thing this power has going for it is the fact that it's a targetted AoE and not a PBAoE. For any other reason, take Irradiate over this.

Atomic Blast
BI: Unknown as of Writting
- Nukey Nukey! This is exactly what it sounds like. Your "nuke" power is very situational and should be used with major caution. One thing I've found very useful with Atomic Blast is that it is also a Foe Hold. This goes a long way to ensure your own survival after the blast when you are stuck with no endurance and your pants down. When on a team that knows what they are doing, however, nothing is more fun than blowing things up with this.




Radiation Emission to follow!


 

Posted

Proton Volley
BI: 7.77
- The sniper attack for the rads. I really enjoy this power and I find that I do use it in close combat with my Rad/Rad. Slightly above average damage when compared to other defender snipes, what sets this one appart is that it is like a DoT, applying it's damage 4 times instead of just one lump sum. This could let villains get one last parting shot before they drop. Also, I have found it's slightly sub par for pulling, as it seems to me that a DoT is more likely to alert nearby foes. Whether that's true or not is unconfirmed.

Speaking as a blaster, I can tell you that snipes are very likely the worst for pulling. The more damage you do, the more likely it is you aggro more mobs. Instead, use your LOWEST damage attack. Works much, much better. I see also that you've noticed DoT attacks draw more aggro. Yup. Each tick counts as a seperate attack. So if Proton Volley does good damage AND is DoT, definately never try pulling with it. Use it to alpha the mobs instead.

-V


Currently playing:
Infinity;
Lady Breeze (50 fire/storm)
Virtue;
Moon-kiss (44 tri-form warshade)
Scarlet Whisper (33 sonic/energy)
Ravenflight (41 archer/elec)

 

Posted

Radiant Aura
Effects: AoE Heal
- Though not as strong as some other defender heals, this does not require a target villain either. This is the only heal Radiation Emission gets.

Radiation Infection
Effects: Targeted AoE, Toggle, Foe -Acc, Foe -Def
- Amazing good power and one of the 2 backbones of the Radiation debuff scheme. When slot this up with as much -Acc enhancements as you can fit, you will find that this power can make for amazing damage control and you won't have to use your heal nearly as often. The -Def component is also huge and a veteran team will notice the difference and thank you for it.

Accelerate Metabolism
Effects: AoE Buff, +SPD, +DMG, +Recovery, -Recharge, +Resistance(Effects)
- Just like Cosmic Burst, I cannot begin to explain to you how good this buff is. Nothing can bring a team together like a call of "Gather for AM". (Except maybe "Gather for RA" ) This power only needs to have 4 SO Recharge Reducers to make it perma/near-perma along with perma-hasten (Hasten only needs to have 5 recharges in it along with this power). Noticeable damage pump as well as a great speed boost. The -Recharge isn't terribly noticeably but still handy.

Enervating Field
Effects: Targeted AoE, Foe -DMG, Foe -Res(All)
- The 2nd part of the Radiation backbone. This is a great power but eats up noticeable endurance. This power accepts no debuff pumping enhancements so I suggest 3 Cost Reducers. As with Radiation Infection, it helps to teach your team not to kill your anchors. If the target dies, the debuff goes bye bye and that could mean the team goes bye bye.

Mutation
Effects: Ally Res, +DMG, +ACC, +Recovery, -Recharge
- A res with super buffs! Don't be afraid to use this guy in combat. 1 Recharge Reducer is all I would slot into this.

Lingering Radiation
Effects: Targeted AoE, Foe -SPD, Foe +Rechage, Foe -Regen
- A very nice power. Costly and takes forever to recharge, but it makes up for that as being one of the most feared debuffs in PvP. If memory serves, 4 Recharge Reducers are needed to make this guy near-perma. I also recommend cost reducers if you can fit them in.

Choking Cloud
Effects: PBAoE Hold, Toggle
- This is where you'll find the Radiation community split. Despite what people have said, my own testing has shown that this power does NOT only affect 50% of the targets within range. It can affect all targets in range. With about a 50% accuracy to hold. If you should choose to take this power, I suggest 6 slotting with 4 Hold enhancements and 2 Cost Reducers. Decent range though quite costly to use. My Fire/Rad swears by it.

Fallout
Effects: Ally Defeat, PBAoE, BI: 17.083
- Massive damage but only useable when targeting a defeated ally. I've heard stories of high level controllers pulling what they call the "Weekend at Bernie's" tactic and teleporting dead lv1s into mobs of held villains. Using debuffs, they then Fallout the corpse for EYE POPPING amounts of damage under containment. (As containment and debuffs ignore damage caps). From the defender's point of view, I would skip this power.

EM Pulse
Effects: AoE Hold, Special vs. Robots, Foe -End
- 80ft radius hold. Since I5 this power can only affect 16 targets and lasts significantly shorter than it used to. I will point out however that this power will NOT aggro those in range that do not fall into the 16 targets. 3 Recharge Reducers and 3 Holds are what I use. Reminder! Once you use this power you will be unable to recover endurance for a few seconds. Although it seems to me that this Recovery prevention seems to only affect base endurance recovery and out side +recovery effects still work.


 

Posted

Nice guide, but it could use a bit more description. Like, endurance costs, activation times, base numbers for debuffs, etc.

Also, might want to mention various applicable tactics a rad defender can use (no, I don't mean the power Tactics).


Doom.

Yep.

This is really doom.

 

Posted

I'm doing some work in game to determine exact numbers right now. I know these numbers exist elsewhere but I want to test for myself and see what I come up with. I will edit the above posts with my findings.

I posted this to have something in place to work with and edit as I figure things out. Think of it as a real time Radiation guide


 

Posted

With ED on the way, I'm going to hold off posting my exact numbers. I'll have on large update soon including all relavent information along with optimal slotting.


 

Posted

Fresh from the test server. Accurate BI values and recharge times for all Radiation Blast powers.
Test Server: Along Came a Spider (I6)

Also, I'd like to mention a lot of my above opinions are based on Pre-ED ideals, such as perma-Hasten and AM. The guide is now subject re-evaluation and reposting at a later date.

Neutrino Bolt
BI: 1.97
Recharge: 2
Secondary Effect: Defense Debuff
End Cost: 4
Activation Time: 1

X-Ray Beam
BI: 3.29
Recharge: 4
Secondary Effect: Defense Debuff
End Cost: 6
Activation Time: 2

Irradiate
BI: .326*10 = 3.26
Recharge: 20
Secondary Effect: Defense Debuff
End Cost: 19
Activation Time: 1.5

Electron Haze
BI: 4.44
Recharge: 16
Secondary Effect: Defense Debuff
Secondary Effect: Knockback
End Cost: 19
Activation Time: 2.5

Proton Volley
BI: 2.30*4 = 9.2
Recharge: 12
Secondary Effect: Defense Debuff
End Cost: 15
Activation Time: 5

Aim
BI: N/A
Recharge: 90
Duration: 10
Primary Effect: +100% Accuracy
Secondary Effect: +50% Damage
End Cost: 1

Cosmic Burst
BI: 6.97
Recharge: 10
Secondary Effect: Defense Debuff
Secondary Effect: Magnitude 3 Stun
End Cost: 11
Activation Time: 2.5

Neutron Bomb
BI: 2.96
Recharge: 16
Secondary Effect: Defense Debuff
End Cost: 16
Activation Time: 2

Atomic Blast
BI: (Smashing) 3.29
BI: (Energy + Def Debuff) 6.57
BI: (Energy) 4.93
BI: (Energy) 4.93
Total BI: 19.72
Recharge: 360
Secondary Effect: Defense Debuff
Secondary Effect: 20 second Foe Hold
End Cost: 14 (Drains all endurance if it hits a target)
Activation Time: 3

Note: Atomic Blast seems to do it's damage in 4 parts. The first being only Smashing damage. The second contains the defense debuff and is the largest section of damage. The third and fourth parts are simply energy damage.

Enjoy!


 

Posted

Due to an issue with Defender brawl numbers, the BI values of the above attacks are slightly off. Please see this post for the correct BI values.


 

Posted

Keep up the work Toxy , I only have my free respec left on my rad/rad, so I gotta make it count


 

Posted

Due to post roll out I'm going to move the correct radiation blast numbers here.

Enjoy!

Neutrino Bolt
BI: 1.64

X-Ray Beam
BI: 2.74

Irradiate
BI: .272*10 = 2.72

Electron Haze
BI: 3.67

Proton Volley
BI: 1.92*4 = 7.67

Aim
BI: N/A

Cosmic Burst
BI: 5.81

Neutron Bomb
BI: 2.47

Atomic Blast
BI: (Smashing) 2.74
BI: (Energy + Def Debuff) 5.48
BI: (Energy) 4.11
BI: (Energy) 4.11
Total BI: 16.44


 

Posted

A question on cosmic burst slotting...

1acc/3dmg/2recharge
1acc/2dmg/2disorient/1recharge

or any other recommendations?


 

Posted

[ QUOTE ]
1acc/3dmg/2recharge


[/ QUOTE ]

This slotting will get you the best damage as well as stacking the disorient. 2 recharges mean you'll be firing this bad boy about every 6 seconds, combined with AM every 5 seconds. This is my personal recommendation for Cosmic Slotting.


 

Posted

I agree with the second post re: pulls... In my experience, Neutrino Bolt (the lvl 1 blast) is one of the pest pull attacks in the game... It's fast yet has a slight travel-time delay, which makes it PERFECT for those "shoot and duck around a corner" pulls... This is a staple when duoing IMHO...


 

Posted

Is Radiation Aim still only 6 seconds? or is it 10 like all the other aims finally?


 

Posted

This guide needs to be updated and cleaned up. Working on it now. Will make it more clear for the new player.

Comming Soon!


 

Posted

[ QUOTE ]
Is Radiation Aim still only 6 seconds? or is it 10 like all the other aims finally?

[/ QUOTE ]

Its ten now, they fixed it in Issue 2 or 3.