Quick Start Guide to the Rad/Rad Corruptor
Thanks for this!
Do you have a sample build?
I'm working on one. Here's some additional information:
Power Pools:
Fitness Pool: you run toggle heavy, so you'll need this. That's OK, though. This will also let you free up some desperately needed slots for your early powers. Rad/Rad gets most of the really good stuff very early, so you WILL be gasping for slots.
Flight: I personally just like flying, it's why I play Superheroes/Villains. But, taking the Flight pool opens up the superfantastic Air Superiority attack. Take it, love it, knock 'em on their keisters.
Teleport: Leave this to the /Stone Brutes. You don't want to pull single mobs, so TP Foe is useless. Recall Friend is nice, but leave that to the MM, Dom or Stalker, really. TP itself isn't sexy enough to merit the cost, especially the end cost for a Rad/Rad. If you MUST take it for concept, please do. It's not bad, it's just of limited synergy with the rest of your powers.
Superspeed: I like Hasten, it makes my Accelerate Metabolism come back faster. And the stealth on SS is really nice. I plan on these much later in life.
OK, here's a build, no slotting info, though. I'm still undecided as to when to slot which power.
1) X-Ray Beam
1) Radiant Aura
2) Radiation Infection
4) Accelerate Metabolism
6) Irradiate
8) Electron Haze
10) Enervating Field
12) Air Superiority
14) Fly
16) Swift
18) Cosmic Burst
20) Health
22) Stamina
24) Lingering Radiation
26) Neutron Bomb
28) Hasten
30) Super Speed
32) Atomic Blast
35) Aim
38) EM Pulse
Whack away! I'll just sit here and glow!
How do you think this looks?
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Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
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Name:
Level: 41
Archetype: Corruptor
Primary: Radiation Blast
Secondary: Radiation Emission
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01) --> X-Ray Beam==> Acc(1)Dmg(3)Dmg(5)EndRdx(9)Dmg(37)
01) --> Radiant Aura==> Heal(1)Heal(40)
02) --> Radiation Infection==> TH_DeBuf(2)EndRdx(3)TH_DeBuf(7)DefDeBuf(17)TH_DeBuf(17)
04) --> Accelerate Metabolism==> Rechg(4)Rechg(5)Rechg(40)
06) --> Irradiate==> EndRdx(6)EndRdx(7)Dmg(13)Rechg(13)Dmg(34)Dmg(37)
08) --> Electron Haze==> Acc(8)Dmg(9)EndRdx(11)Rechg(15)Dmg(21)Dmg(34)
10) --> Enervating Field==> EndRdx(10)EndRdx(11)
12) --> Air Superiority==> Acc(12)
14) --> Fly==> Fly(14)Fly(15)Fly(31)
16) --> Swift==> Run(16)
18) --> Cosmic Burst==> Acc(18)Dmg(19)Dmg(19)EndRdx(21)
20) --> Health==> Heal(20)
22) --> Stamina==> EndMod(22)EndMod(23)EndMod(23)
24) --> Lingering Radiation==> Acc(24)EndRdx(25)Rechg(25)Rechg(34)
26) --> Neutron Bomb==> Acc(26)Dmg(27)EndRdx(27)Dmg(29)Dmg(37)
28) --> Hasten==> Rechg(28)Rechg(29)Rechg(31)
30) --> Super Speed==> Run(30)Run(31)
32) --> Atomic Blast==> Acc(32)Dmg(33)Dmg(33)Dmg(33)
35) --> Aim==> Rechg(35)Rechg(36)Rechg(36)TH_Buf(36)
38) --> EM Pulse==> Acc(38)Rechg(39)Rechg(39)Hold(39)Hold(40)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Scourge==> Empty(1)
02) --> Rest==> Empty(2)
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Overall, good. Here are a few suggestions:
-If you've done without that third damage slot in X-Ray all the way to lvl 37, there's better places to put it.
-swap one of the Heals in Rad Aura to an End Reducer- that thing sucks down end like you wouldn't believe. Frankly I'm tempted to leave it with the base slot with just an End Reducer. This is basically the same as using a small green inspiration.
-I would consider the Def Debuff enhancement in RI optional. I think you could use that slot elsewhere.
-Swap one of the damages in Irradiate for an Accuracy. This is especially important for AoE attacks as they have a reduction in accuracy over single target. Hitting more often is better than more damage!
-I think you could live without the last damage in Electron Haze.
-Air Superiority. ya know those other slots we pulled from other powers? Put them here.
-Cosmic burst would also like a recharge enhancer, because it's been a good attack all year!
-I think that last slot in Neutron Bomb could probably find a better home.
-Fly NEEDS end reducers. That thing's an end hog.
-If fly is your main travel power, and SS is mostly for in mission use with the stealth .. . I'd only slot the one Run in it.
-Aim doesn't get much better with the added to hit buff, and frankly you don't need it. Find that last slot a better home!
Seems like a lot of comentary, but frankly slotting is all about tweaks. Most of the Rad/Rad powers are decent right out of the box, so you just need to decide which need the most tweaking.
Rock on, Corruptor!
Cool! These will be very helpful. I'll rework my build once I get home. Thanks!
OK, here's a revised version:
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Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
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Name: Radiation
Level: 41
Archetype: Corruptor
Primary: Radiation Blast
Secondary: Radiation Emission
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01) --> X-Ray Beam==> Acc(1)Dmg(3)Dmg(5)EndRdx(9)
01) --> Radiant Aura==> EndRdx(1)
02) --> Radiation Infection==> TH_DeBuf(2)EndRdx(3)TH_DeBuf(7)TH_DeBuf(17)
04) --> Accelerate Metabolism==> Rechg(4)Rechg(5)Rechg(34)
06) --> Irradiate==> EndRdx(6)EndRdx(7)Acc(13)Dmg(31)Rechg(31)Dmg(34)
08) --> Electron Haze==> Acc(8)Dmg(9)EndRdx(11)Rechg(15)Dmg(36)
10) --> Enervating Field==> EndRdx(10)EndRdx(11)
12) --> Air Superiority==> Acc(12)Dmg(13)EndRdx(17)Dmg(33)
14) --> Fly==> EndRdx(14)Fly(15)EndRdx(21)Fly(31)Fly(34)
16) --> Swift==> Run(16)
18) --> Cosmic Burst==> Acc(18)Dmg(19)EndRdx(19)Dmg(21)Rechg(29)
20) --> Health==> Heal(20)
22) --> Stamina==> EndMod(22)EndMod(23)EndMod(23)
24) --> Lingering Radiation==> Acc(24)EndRdx(25)Rechg(25)Rechg(37)
26) --> Neutron Bomb==> Acc(26)Dmg(27)EndRdx(27)Dmg(37)Dmg(40)
28) --> Hasten==> Rechg(28)Rechg(29)Rechg(37)
30) --> Super Speed==> Run(30)
32) --> Atomic Blast==> Acc(32)Dmg(33)Dmg(33)Dmg(40)
35) --> Aim==> Rechg(35)Rechg(36)Rechg(36)
38) --> EM Pulse==> Acc(38)Rechg(39)Rechg(39)Hold(39)Hold(40)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Scourge==> Empty(1)
02) --> Rest==> Empty(2)
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Just a stupid question but why would you take both FLY and SUPERSPEED? In the end it seems like two travel powers are a bit much!
Well, in my build it's 'cuz I'm an idiot and forgot to add Stealth. Thus Stealth + SS = Invis.
As it stands you are completely correct and I would replace SS with something from the leadership line.
Or, I've changed my opinion on Choking Cloud, so I might put that in at 30, also.
remeber peeps if you take fallout get recall friend to position your bomb with
this is nice, but i dont agree with ur slottin on cosmic burst. i would slot it with 3 damage 2 accuracy and a disorient buff, this is the most damage ur ever goin to do and even then its not much so get the most u can out of it. as for the disorient buff i put this there so i can take a guy out of the fight for a short while and in pvp i can drop the toggles on alot of tankers, scrappers, w/e and give myself more time to deal with them.
as for fly u dont need so many slots on it, i get away with 2 fly and 1 end redux, but when i hit 50 i threw another slot and put anothger fly on it.
Thought I'd post this idea for a Rad/Rad corruptor for commentary. It will be pretty much for PvE... Any suggestions would be appreciated...
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Nuculear Waste
Level: 50
Archetype: Corruptor
Primary: Radiation Blast
Secondary: Radiation Emission
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01) --> X-Ray Beam==> Acc(1)Dmg(3)Dmg(5)Dmg(13)DefDeBuf(21)
01) --> Radiant Aura==> EndRdx(1)Heal(5)Heal(9)Heal(21)EndRdx(23)Rechg(27)
02) --> Radiation Infection==> TH_DeBuf(3)TH_DeBuf(7)DefDeBuf(15)DefDeBuf(19)
04) --> Accelerate Metabolism==> Rechg(4)Rechg(9)Rechg(15)
06) --> Electron Haze==> Acc(6)Dmg(7)Dmg(11)Dmg(17)DefDeBuf(34)
08) --> Hover==> EndRdx(8)
10) --> Proton Volley==> Acc(10)Dmg(11)Dmg(13)Dmg(17)DefDeBuf(39)
12) --> Swift==> Run(12)
14) --> Fly==> EndRdx(14)Fly(23)
16) --> Mutation==> Rechg(16)
18) --> Aim==> Rechg(18)Rechg(19)Rechg(29)TH_Buf(31)TH_Buf(37)
20) --> Health==> Heal(20)Heal(31)Heal(34)
22) --> Stamina==> EndMod(22)EndMod(25)EndMod(36)EndMod(37)
24) --> Cosmic Burst==> Acc(24)Dmg(25)Dmg(27)Dmg(36)DefDeBuf(39)
26) --> Hasten==> Rechg(26)Rechg(34)Rechg(42)
28) --> Lingering Radiation==> EndRdx(28)Acc(29)Slow(33)
30) --> Neutron Bomb==> Acc(30)Dmg(31)Dmg(33)Dmg(37)DefDeBuf(39)
32) --> Choking Cloud==> EndRdx(32)Hold(33)Hold(43)Rechg(46)
35) --> Atomic Blast==> Rechg(35)Rechg(36)Rechg(40)Dmg(40)Dmg(40)Dmg(42)
38) --> EM Pulse==> Rechg(38)Rechg(42)Rechg(43)Acc(45)Hold(45)
41) --> Power Sink==> Rechg(41)Rechg(43)EndMod(46)EndMod(50)
44) --> Charged Armor==> EndRdx(44)DmgRes(45)DmgRes(46)DmgRes(48)
47) --> Summon Adept==> Acc(47)Dmg(48)Dmg(48)Dmg(50)Hold(50)
49) --> Enervating Field==> EndRdx(49)
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01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Scourge==> Empty(1)
02) --> Rest==> Rechg(2)
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4 end mods in stamina is overkill as you will see little benefit from #4 - try slotting your PV with acc and def debuffs instead of dmg as it's dmg output is very little compared to your other heavy hitters and since it recharges so fast you can spam debuffs on top of RI end EF. Likewise on your health you might be better off getting healing aura since you are taking mutation..one thing I have started playing with was slotting rest with an end mod on my toons, now when I do use it I get end recharged faster than health which works out great with a rad/rad - get your end up fast and you can heal/res and RA to rebuild all of it that much faster. Just my thoughts (having a rad/rad corrupt at 32)
Thanks a lot for your advice. I look forward to seeing how it turns out.
Drop the def debuff out of X-ray, drop the rech out of Rad Aura. Put those two slots into Rad Infection as End Reduction.
You will regret not getting Enervating Field. That reduces incoming damage. You'll use it more that proton volley. FYI.
I'd swap Hasten and Mutate, too. Better that you go faster than rez someone who wanders outside your debuff zone! Mutate can safely come after Fallout. Who wants to rez 'em until you've used 'em for a bomb anyway?
I went quite happily and easily without Enervating Field until my late 20's (I'm lvl 34 now). After that, I needed it, though. Life might have been a little easier along the way, but then, I'd also have been going on fumes for endurance, too. As it was, without EF, rad/rad is very end light. Once I got stamina and stuck an endredux in EF, it was all good. Aim is simply not needed and is overkill in this powerset, unless you are looking at it for the dmg buff. I don't know what you'd pass up to take it, but it would be a waste. Given that every offensive power has -def, plus rad infection, to me, just about [u]every[u] other power is more useful than Aim. Even the 'meh' ones. It would be very, very situational at best.
I just got a respec and I'm taking out Neutron Bomb. It's dmg is not worth the end and I don't need it for the -def, so it's 'meh' at best. I'm debating what to put in it's place (I have every other power from both sets up to 34, save proton volley & choking cloud). PP powers, I have jump kick, SJ, hurdle, and stamina. Maybe leadership for the +defense (helpful against liets, bosses, and EB's which RI is less effective agains??)?
<-- I'm a [u]Monkey's uncle[u]!!
anyone got pis of any of these moves? I'm curious as to what cooli-o moves my corr will get later...
Choking Cloud: Stalker/Stealth protection in WB and RV?
great stuff, especially the anchor bit. im a uber noob atm and this makes life easier!
Before Stamina I still loved EF on top of RI. I just had to use a lot of Blues and rest a little more often. But all the suggestions are YMMV.
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Choking Cloud: Stalker/Stealth protection in WB and RV?
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The best we've got. I also like to randomly set off Irradiate. That irritates 'em all to heck!
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great stuff, especially the anchor bit. im a uber noob atm and this makes life easier!
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Happy to help!
Hmmm, this is not the latest version of this guide. I'll try to repost and get the link updated.
Here's the latest version!
Artillery MKVs Quick Start Guide to the Rad/Rad Corruptor
Hello! Welcome to my guide for an in your face, close combat Rad/Rad Corruptor! Within these pages are my opinions of how you can apply the special Rad/Rad Gong-Fu to live on the ragged edge within the glorious glow of the debuff!
This vision requires a more close up battle strategy, especially at higher levels. More on that play style later.
Other changes: I have not included an ideal build, as there are many ways to use the green goodness, whether or not to get Stamina, etc. I have added slotting recommendations to the power descriptions, though.
The information in this guide was culled from the various Rad/Rad Defender guides (because Im the only one to post a Rad/Rad Corruptor guide!), Personal play experience and the guidance of my SG mates in the Faithful Fiends of Fallout on Freedom. (Please see www.repeat-offenders.net for more information on the FFoF and the Repeat Offenders network of SGs!)
Radiation Blast
Neutrino Bolt level 1 Fast, single target blast, -Def
X-Ray Beam level 1 Slower, single target blast, -Def
Irradiate level 2 PBAoE Blast, high end, -Def
Electron Haze lvl6 Cone blast, knockback, -Def
Proton Volley lvl8 Sniper Blast, interruptible, -Def
Aim lvl12 Self Buff +Acc, + Damage
Cosmic Burst lvl18 Short Range Single target blast, disorient, -Def
Neutron Bomb lvl26 Ranged AoE Blast, -Def
Atomic Blast lvl32 PBAoE Blast, Superior damage, -Def, hold, drains all self end
Radiation Emission
Radiant Aura lvl1 PBAoE Heal, high end
Radiation Infection lvl2 Ranged AoE Auto-hit de-buff, -Def, -Acc
Accelerate Metabolism lvl4 PBAoE Buff, +Rech, +End, + Spd , + Dam, + Recovery +Res (Hold, Sleep, Disorient, Immob, -End, -Rec)
Enervating Field lvl10 Ranged AoE Auto-hit de-buff, -Dam, -Res
Mutation lvl16 Ally Resurrect, +Acc, + Dam, + Rech, + Recovery.
Lingering Radiation lvl20 Ranged AoE debuff (needs to hit) -Spd, -Rech, -Regen
Choking Cloud lvl28 PBAoE Hold
Fallout lvl35 Ranged AoE, disorient, requires dead teammate, -Acc, -Def, -Dam, -Res
EM Pulse lvl38 PBAoE Hold, -Regen, -End, Self: - Recovery, Special Damage vs. Robots.
Heres a breakdown of the sets. For those who like to crunch numbers, well, I dont have any, so nyah.
Radiation Blast:
-Neutrino Bolt
-X-Ray Beam
Your two level 1 blasts. The debate rages on as to which produces better DPS, but frankly even I am not THAT much of a geek, so Im not going into it. The basics: N-Bolt is faster but does less damage; X-Ray is slightly slower but does slightly better damage. In the end it seems pretty level to me. How do I decide? Freaking laser beams from my eyes! X-Ray Beams for the win! You have to choose one, let the force guide your choice my young padawan!
Slotting: I recommend 1 Acc, 3 Damage. Beyond that flavor to taste, but I seldom put more that 4 slots here, cuz youll be tight on slots and both of these attacks are fast, especially when youre running AM and Hasten.
-Irradiate: are you kidding me? A PBAoE blast at level 2? OK, thisll kill you fast and rob you of all your end, but dang its fun! Id hold off to 6th or 8th level to get it though. You need your debuffs to keep you alive when you use this.
Slotting: Make sure you slot this with at least 2 end reducers. I recommend AT LEAST 1 Acc, fill with Damage. 6 slots required.
-Electron Haze: This is a perfectly serviceable attack, but in a tight build something has to give and this is an early cut. The damage is low, but the attack has a chance for knock back, which can be used as damage mitigation. I wont blame you for taking it, but Irradiate and Cosmic Burst are better attacks.
Slotting: Acc, 3 Damage if you take it. 1 range works well, too.
-Proton Volley: This is a fairly standard, though extremely cool looking, sniper blast. While Im a fan of sniper blasts for blasters, Im less so for the Rad/Rad Corruptor, I think it plays against the in your face play-style that Rad/Rad calls for. Basically this is a low priority power that Id wait to pick up until higher levels if you get it at all.
Slotting: 3 Damage. If you have extra slots 1 Acc can be added for surety, then fill with interrupt reducers, end reducers and recharge reducers to taste.
-Aim: this self buff adds greatly to your accuracy (@+100%) and somewhat to your damage. As a Rad/Rad the +acc is less of a priority, youre more likely than not taking the opponents defense down almost to its minimum. Id take this late in the game more for the damage buff than the accuracy buff. This is useful for fights against mobs that have defense buffs (i.e. Tsoo, Skyraiders, etc.) Generally a power we can skip or take at 50 for PvP.
Slotting: If you take this you need to AT LEAST 3 slot for recharge. Any other available slots go to To Hit Buffs. Id recommend at least 4 slotting this, 6 if you can afford it. If you cant slot it, dont take it.
-Cosmic Burst: Awwwwwwwwwwwwwwwwwwwwwww yeah, baby! Thats what Im talkin bout! Close range (20), huge damage, chance to disorient. Whats not to love? This attack must be taken as soon as its available and slotted ASAP. Mmmmm . .. close combat goodness!
Slotting: Standard Attack: Acc, 3 Damage. Fill with Rech and End Red as slots come available. 4 to 6 slot.
-Neutron Bomb: OK, this attack is cool; its a ranged AoE blast. Frankly I wouldnt play with it at range, too much. Id drop this in short range to alternate with Irradiate in clearing out those masses of annoying minions. Throwing this too far out is likely to agro mobs who arent under the influence of your debuffs, and that spells pain for you.
Slotting: Acc, Dam x3, Rech x2
-Atomic Blast: Sure, it drains all your end, and you cant recover end for a while, but its a frikken NUKE! Get it, love it, use it sparingly.
Slotting: Dam x3, Rech x3
Radiation Emission:
-Radiant Aura: you have to take this, and thats OK. This is your own little healing Genie in a bottle. I slot this mostly for end reduction until I have spare slots late in the game. I use this heal when I need it, Im a scrapruptor, not a healer. However, since Im up in the mix the Brute and MM pets will often benefit from my nutritious green goodness. Youll end up being thanked for the heals, but so what? Its the debuffs that are actually saving their scaly hides.
Slotting: At least 2 End Redux. I generally 4 slot and add 2 Heals. I cant fault you for 6 slotting with End Redux/Heal, though. But slots are precious.
-Radiation Infection: OK, whatever else you do, in all seriousness, you MUST take this power. It will make you foes easier to hit and make it harder for them to hit you. Best of all . . .IT NEVER MISSES!!!!!!!!! Slot for end reduction and accuracy debuff.
Slotting: 4 to 6 slots- more slots is better. 1 End Red is a must. Fill the rest with a mix of Acc Debuff and Def Debuff. I recommend prioritizing the Acc Debuff so you dont get hit!
-Accelerate Metabolism: Mmmmmmmm, this is you drug of choice! Every time its up you improve your end recovery, speed, recharge rate on all your powers and your speed. Slot this for recharge. And PLEASE take it as soon as its available. Oh, this also buffs any team mates that are close to you when you activate it. Courtesy demands that you tell them before activating, but if they ignore you just keep on using that amazing green glow to be the best that you can be! If you activate in combat youre likely to get the Brute at least anyway, so you keep them happy! =)
Consider taking Hasten just to get this power up faster. No, Im not kidding, its that important.
Slotting: minimum of 3 slots in Recharge. Add End Mod slots as slots are available. 6 slotting makes the End Gods happy!
-Enervating Field: if Rad Infection is your bread, this is your butter. E Field reduces the mobs damage and resistance. So they hurt you less and take more damage when you hit them. So with RI and EF stacked on mobs that means they hit less often, do less damage when they do hit, are much easier for you to hit and take more damage every time you hit them. Whats not to love? Slotting: You can only slot End Redux or Recharge here. Put two End Redux in and move on.
-Mutation: this brings an ally back from the dead and turns them into a killing machine for a little while. Heres a major change in my philosophy. Characters will die; it just happens no matter how good the team. Us this to bring them back- after theyve buffed you with Vengeance and youve used them as a bomb! (Fallout!)
Slotting: Good out of the box, slot a recharge in the default and move on.
-Lingering Radiation: a great power to add to RI and EF. It stacks slow and recharge on the mobs, making them unable to get away or attack very often. This should be stacked after the others as it is not auto hit. This is a click rather than a toggle, so you need to watch its duration.
Slotting: At least 4 slots: Acc, 3x recharge. Add another Acc if you can.
-Choking Cloud: This can save your bacon. Its not required and is an end hog, but I do recommend running it if you can fit it in your build. Id slot it in later in the build. Right when it comes available itll just steal all your end and kick you to the curb!
Slotting: 2 End Redux, 2 Acc, fill with Holds as slots are available.
-Fallout: Revised opinion. Yes, this is situational. However, when the situation arises you generally need help getting out of the deep doo doo that accidentally triggering three spawns has gotten the team into. Use the bodies to vengeance, recall friend them close to the mobs and then blow them up. If youre kind you can then rez them.
Slotting: Acc, 3 Damage. Add another Acc if you can, then recharges
-EM Pulse: Oh yeah, a semi-Nuke that doesnt drain you dry and holds massive numbers of Mobs? Yup, you just won the jackpot! Just EMP it! Note: this does stall out your End Recovery for a while, so be careful. You have been warned!
Slotting: 1 Acc, 3 Rech, fill with and End Redux and/or a Hold Duration to taste.
Power Pools:
I suggest Teleport and Speed Pools for Recall Friend and Hasten. Which travel power you take is up to you, I find TP fun but kind of annoying. Super speed has issues in the Isles, though.
To be the most effective Rad/Rad you can be I strongly suggest the Leadership pool. Assault/Tactics/Vengeance.
Fitness Pool and you: You may want to take this, and it will certainly help with end issues. However, taking this means you have to make hard cuts elsewhere. I find that if Im running out of end Ill stop blasting for a few moments and just let the debuffs run while the team kills. I generally get a blue from every group of enemies or so and this rest gives me a chance to pop them and regen some end. If you can pair up with a /Kin corruptor youll seldom need to rest, and seldom need blues. This is good synergy. Same with stacking AM from multiple Rad Corruptors.
Patron Powers:
Sorry, no guidance here yet. As I know more Ill post it.
Tactics:
OK, this is a massive YMMV section, but my vision for the Rad/Rad Corruptor calls for an up close and personal fighting style.
You start every fight by pulling with Rad Infection, immediately stacking Enervating Field on the same anchor. Make sure you get into hand to hand range with the anchor and then you can drag him with you to any other mobs that may be using ranged attacks on you. Once theyre clumped up you land Lingering Radiation on them and go to town killing everything except the anchor. Anchor dies last. This also allows you to Snipe the furthest mob in the group with the debuff and duck around a corner. Thisll bring them all to you.
Anchoring and you:
The Anchor is the enemy that you apply your AoE debuffs too. Where the anchor goes is an area of safety for you and doom for your enemies. Needless to say you want all your enemies in that field.
If you solo, drop the anchor on a minion level enemy. This ensures that they are almost completely unable to affect you and you can haul them all over them map without fear. You know theyre the anchor and wont (usually) kill them by mistake.
On a team creating anchors is more problematic. Minions die too quickly and bosses are the number one target for the major damage dealers. I recommend using a lieutenant for the anchor, making sure you announce this to the party. If they kill the anchor too soon, oh well, they just made the fight harder, but you can say you tried.
Rad/Rad Gong-Fu: All your best attacks are short ranged: Cosmic Burst, Irradiate, A-Bomb, EM Pulse. Electron Haze to a lesser extent. That means that to be fully effective you need to be up close and personal. Thats OK, because you have agro from your anchor and anyone they affect with the debuffs, so you want to make sure that they STAY in that debuff when they attack you. So you hang out in Brute land and beat up the mobs, occasionally hitting Radiant Aura. You have passive defense (debuffs) but the true key to your Gong-fu mastery is the art of Active Defense- kill the mobs.
I know this guide is biased, but I hope youve found it of some use and perhaps source of amusement as well.
Please post any corrections to facts I may have missed or misrepresented and Ill edit appropriately. All opinions are mine alone.
Is the slotting guide on the first page still valid?
Artillery MKVs Quick Start Guide to the Rad/Rad Corruptor
Well, after calling for this guide many times I decided to write my own! All comments and criticism is welcome as I am certainly not the final source on info for the Rad/Rad. Opinions on powers are based on my own play and perusing the Rad/Rad Defender threads.
However, a Rad/Rad Corruptor is a very different animal from a Rad/Rad Defender. While the powersets are the same by making the blasts primary and emissions secondary the Devs have created a Radiation Blaster on steroids with plenty of self-protection. Really this AT plays more like a de-buffing scrapper than a blaster.
Radiation Blast
Neutrino Bolt lvl 1 Fast, single target blast, -Def
X-Ray Beam lvl 1 Slower, ingle target blast, -Def
Irradiate lvl 2 PBAoE Blast, high end, -Def
Electron Haze lvl6 Cone blast, knockback, -Def
Proton Volley lvl8 Sniper Blast, interuptable, -Def
Aim lvl12 Self Buff to Acc + Damage
Cosmic Burst lvl18 Short Range Single target blast, disorient, -Def
Neutron Bomb lvl26 Ranged AoE Blast, -Def
Atomic Blast lvl32 PBAoE Blast, Mega damage, -Def, hold, drains all self end
Radiation Emission
Radiant Aura lvl1 PBAoE Heal, high end
Radiation Infection lvl2 Ranged AoE Auto-hit de-buff, -Def, -Acc
Accelerate Metabolism lvl4 PBAoE Buff, +Rech, +Regen, +End, + Spd
Enervating Field lvl10 Ranged AoE Auto-hit de-buff, -Dam, -Res
Mutation lvl16 Ally Resurrect, +Acc, + Dam
Lingering Radiation lvl20 Ranged AoE debuff (needs to hit) -Spd, -Rech
Choking Cloud lvl28 PBAoE slow, hold
Fallout lvl35 Ranged AoE, disorient, required dead hero
EM Pulse lvl38 PBAoE Hold
Heres a breakdown of the sets. For those who like to crunch numbers, well, I dont have any, so nyah.
Neutrino Bolt
X-Ray Beam
Your two level 1 blasts. The debate rages on as to which produces better DPS, but frankly even I am not THAT much of a geek, so Im not going into it. The basics: N-Bolt is faster but does less damage, X-Ray is slightly slower but does slightly better damage. In the end it seems pretty level to me. How do I decide? Freaking laser beams from my eyes! X-Ray Beams for the win! You have to choose one, let the force guide your choice my young padawan!
Irradiate: are you kidding me? A PBAoE blast at level 2? OK, thisll kill you fast and rob you of all your end, but dang its fun! Id hold off to 6th or 8th level to get it though. You need your debuffs to keep you alive when you use this. Make sure you slot this with at least 2 end reducers.
Electron Haze: better than purple haze, this cone adds the benefit of knockback to keep those crazy creeps off your back and on theirs! By level 10 your three main attack will be your level 1 blast, E-Haze and Irradiate. That is, if you follow my crazy Gong-fu, bwahahaha!
Proton Volley: This is a fairly standard, though extremely cool looking, sniper blast. While Im a fan of sniper blasts for blasters, Im less so for the Rad/Rad Corruptor, I think it plays against the in your face play-style that Rad/Rad calls for. Basically this is a low priority power that Id wait to pick up until higher levels if you get it at all.
Aim: this self buff adds greatly to your accuracy (@+100%) and somewhat to your damage. As a Rad/Rad the +acc is less of a priority, youre more likely than not taking the opponents defense down almost to its minimum. Id take this late in the game more for the damage buff than the accuracy buff. This is useful for fights against mobs that have defense buffs (ie Tsoo, Skyraiders, etc.)
Cosmic Burst: Ahhhhhhhhhhhhhhhhhhh yeah, buddy! Thats what Im talkin bout! Close range (20), huge damage, chance to disorient. Whats not to love? This attack must be taken as soon as its available and slotted ASAP. Mmmmm . .. close combat goodness!
Neutron Bomb: OK, this attack is cool, its a ranged AoE blast. Frankly I wouldnt play with it at range, too much. Id drop this in short range to alternate with Irradiate in clearing out those masses of annoying minions. Throwing this too far out is likely to agro mobs who arent under the influence of your debuffs, and that spells pain for you.
Atomic Blast: Sure, it drains all your end, and you cant recover end for a while, but its a frikken NUKE! Get it, love it, use it sparingly.
Radiation Emission
Radiant Aura: you have to take this, and thats OK. This is your own little healing Genie in a bottle. I slot this mostly for end reduction until I have spare slots late in the game. I use this heal when I need it, Im a scrapruptor, not a healer. However, since Im up in the mix the Brute and MM pets will often benefit from my nutritious green goodness. Youll end up being thanked for the heals, but so wht? Its the debuffs that are actually saving their scaly hides.
Radiation Infection: OK, whatever else you do, in all seriousness, you MUST take this power. It will make you foes easier to hit and make it harder for them to hit you. Best of all . . .IT NEVER MISSES!!!!!!!!! Slot for end reduction and accuracy debuff.
Accelerate Metabolism: Mmmmmmmm, this is you drug of choice! Every time its up you improve your end recovery, speed, recharge rate on all your powers and your speed. Slot this for recharge. And PLEASE take it as soon as its available. Oh, this also buffs any team mates that are close to you when you activate it. Courtesy demands that you tell them before activating, but if they ignore you just keep on using that amazing green glow to be the best that you can be! If you activate in combat youre likely to get the Brute at least anyway, so you keep them happy! =)
Enervating Field: if Rad Infection is your bread, this is your butter. E Field reduces the mobs damage and resistance. So they hurt you less and take more damage when you hit them. So with RI and EF stacked on mobs that means they hit less often, do less damage when they do hit, are much easier for you to hit and take more damge every time you hit them. Whats not to love? Slot for end reduction first.
Mutation: this brings an ally back from the dead and turns them into a killing machine for a little while. Bah, if the rest of your powers are in full effect there should be very few deaths unrelated to stupidity. Stupidity should not be rewarded. Do not take this power, it takes end away from your attacks.
Lingering Radiation: a great power to add to RI and EF. It stacks slow and recharge on the mobs, making them unable to get away or attack very often. This should be stacked after the others as it is not auto hit. This is a click rather than a toggle, so you need to watch its duration. Acc and end reduction followed by recharge enhancers.
Choking Cloud: Meh. Some people like it, Im unimpressed. This is a PBAoE that slows the local mobs and has a chance to hold them. The end cost for this makes it less worthy than lingering Rad. Your Mileage May Vary.
Fallout: OK, this requires a teammate to die to use. NEVER take a power that requires a dead teammate. If the team is working the opportunities for this are few and far between. If its not working you should leave. If you solo this power is USELESS. Nuff said. Freakin lvl 35 situational power . . .grumble, grumble.
EM Pulse: Oh yeah, a semi-Nuke that doesnt drain you dry and holds massive numbers of Mobs? Yup, you just won the jackpot! Get it, slot it, love it!
Tactics:
OK, this is a massive YMMV section, but my vision for the Rad/Rad Corruptor calls for an up close and personal fighting style.
You start every fight by pulling with Rad Infection, immediately stacking Enervating Field on the same anchor. Make sure you get into hand to hand range with the anchor and then you can drag him with you to any other mobs that may be using ranged attacks on you. Once theyre clumped up you land Lingering Radiation on them and go to town killing everything except the anchor. Anchor dies last.
Anchoring and you:
The Anchor is the enemy that you apply your AoE debuffs too. Where the anchor goes is an area of safety for you and doom for your enemies. Needless to say you want all your enemies in that field.
If you solo, drop the anchor on a minion level enemy. This ensures that they are almost completely unable to affect you and you can haul them all over them map without fear. You know theyre the anchor and wont (usually) kill them by mistake.
On a team creating anchors is more problematic. Minions die too quickly and bosses are the number one target for the major damage dealers. I recommend using a lieutenant for the anchor, making sure you announce this to the party. If they kill the anchor too soon, oh well, they just made the fight harder, but you can say you tried.
Rad/Rad Gong-Fu: All your best attacks are short ranged: Cosmic Burst, Irradiate, A-Bomb, EM Pulse. Electron Haze to a lesser extent. That means that to be fully effective you need to up close and personal. Thats OK, because you have agro from your anchor and anyone they affect with the debuffs, so you want to make sure that they STAY in that debuff when they attack you. So you hang out in scrapper/Brute land and beat up the mobs, occasionally hitting Radiant Aura. You have passive defense (debuffs) but the true key to your Gung-fu mastery is the art of Active Defense- kill the mobs.
I know this guide is biased, but I hope youve found it of some use and perhaps source of amusement as well.
Please post any corrections to facts I may have missed or misrepresented and Ill edit appropriately. All opinions are mine alone. Much research done in the many great Rad/Rad guides on the Defender Forums, thanks to all those who posted.
PS: reposted here at request of fellow Corruptors.