DodgerTA's Rad/Rad I10: A twink's guide
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PART IV: THE GOAL BUILD
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I chose Dark Mastery (after switching to Psi for I8 I'm back to Dark for I9/10). Also, thanks to a ridiculous amount of money spent on IOs, perma-hasten and perma-AM are back, and endurance problems have gone the way of the dodo. This build, thanks to a ridiculous amount of set bonuses, can do things that my old ones never could. So my final build looks something like this:
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Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
Fallout Phil: Level 50 Technology Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Radiation Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Concealment
Power Pool: Teleportation
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Radiation Infection -- HO:Enzym(A), HO:Enzym(3), HO:Enzym(3)
Level 1: Neutrino Bolt -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(5), Decim-Dmg/Rchg:40(5), Decim-Acc/EndRdx/Rchg:40(7), Decim-Acc/Dmg/Rchg:40(7)
Level 2: Accelerate Metabolism -- RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9), EndMod-I:50(11), EndMod-I:50(11), EndMod-I:50(13)
Level 4: Irradiate -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(34), Sciroc-Dmg/Rchg:50(34), Sciroc-Acc/Rchg:50(43), Sciroc-Acc/Dmg/EndRdx:50(46), RechRdx-I:50(46)
Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(33), Jump-I:50(43)
Level 8: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(13), EndRdx-I:50(15)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(17), RechRdx-I:50(36), RechRdx-I:50(42)
Level 12: Lingering Radiation -- TmpRdns-Acc/Slow:50(A), TmpRdns-Acc/Dmg/Slow:50(17), TmpRdns-Acc/EndRdx:50(19), TmpRdns-EndRdx/Rchg/Slow:50(19), TmpRdns-Rng/Slow:50(21)
Level 14: Super Speed -- Run-I:50(A)
Level 16: Radiant Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(21), Dct'dW-Heal/Rchg:50(23), Dct'dW-Heal/EndRdx/Rchg:50(23), Dct'dW-Heal:50(25)
Level 18: Health -- RgnTis-Heal/EndRdx:30(A), RgnTis-EndRdx/Rchg:30(25), RgnTis-Heal/Rchg:30(27), RgnTis-Heal/EndRdx/Rchg:30(27), RgnTis-Regen+:30(29), Numna-Regen/Rcvry+:50(29)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(31), EndMod-I:50(31)
Level 22: Stealth -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(31), RedFtn-Def/EndRdx/Rchg:50(33), RedFtn-Def:50(33), RedFtn-EndRdx:50(39), RedFtn-EndRdx/Rchg:50(40)
Level 24: Aim -- RechRdx-I:50(A)
Level 26: Choking Cloud -- HO:Endo(A), EndRdx-I:50(34), EndRdx-I:50(36), EndRdx-I:50(37)
Level 28: Cosmic Burst -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(37), Decim-Dmg/Rchg:40(37), Decim-Acc/EndRdx/Rchg:40(39), Decim-Acc/Dmg/Rchg:40(39), RechRdx-I:50(43)
Level 30: Invisibility -- LkGmblr-Rchg+:50(A)
Level 32: Recall Friend -- IntRdx-I:50(A)
Level 35: Neutron Bomb -- Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(36), Posi-Dmg/EndRdx:50(40), Posi-Dmg/Rchg:50(40), Posi-Dmg/Rng:50(42)
Level 38: Grant Invisibility -- LkGmblr-Rchg+:50(A)
Level 41: Dark Consumption -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Dark Embrace -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(45), ImpSkn-Status:30(46), S'fstPrt-ResDam/Def+:30(50)
Level 47: Soul Drain -- RechRdx-I:50(A), RechRdx-I:50(48), Sciroc-Acc/Rchg:50(48), Sciroc-Acc/Dmg:50(48), Sciroc-Dmg/Rchg:50(50), Sciroc-Dmg/EndRdx:50(50)
Level 49: Mutation -- RechRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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[u]Set Bonus Totals:[u]<ul type="square">[*]+2% DamageBuff[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+6.13% Defense(AoE)[*]+5.4% Max Endurance[*]+27% Enhancement(Accuracy)[*]+8% Enhancement(Heal)[*]+65% Enhancement(RechargeTime)[*]+1.5% Enhancement(Slow)[*]+63.3 (5.25%) HitPoints[*]+MezResist(Confused) (Mag 30%)[*]+MezResist(Held) (Mag 30%)[*]+MezResist(Immobilize) (Mag 37.7%)[*]+MezResist(Sleep) (Mag 32.2%)[*]+MezResist(Stun) (Mag 30%)[*]+MezResist(Terrorized) (Mag 32.2%)[*]+4% Recovery[*]+20% Regeneration[*]+4.1% Resistance(Fire)[*]+4.1% Resistance(Cold)[*]+6.25% Resistance(Negative)[*]+4% RunSpeed[*]+2% Debt Protection[/list]------------
[u]Set Bonuses:[u]
[u]Decimation[u]
(Neutrino Bolt)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.75%)[*] +13.6 (1.13%) HitPoints[*] +2.25% Max Max Endurance[*] +6.25% Enhancement(RechargeTime)[/list][u]Scirocco's Dervish[u]
(Irradiate)<ul type="square">[*] +10% Regeneration[*] +3.13% Resistance(Negative)[*] +9% Enhancement(Accuracy)[*] +3.13% Defense(AoE)[/list][u]Tempered Readiness[u]
(Lingering Radiation)<ul type="square">[*] +1.5% Recovery[*] +1.5% Enhancement(Slow)[*] +0.9% Max Max Endurance[*] +3.75% Enhancement(RechargeTime)[/list][u]Doctored Wounds[u]
(Radiant Aura)<ul type="square">[*] +MezResist(Terrorized) (Mag 2.2%)[*] +1.26% Res(Fire, Cold)[*] +4% Enhancement(Heal)[*] +5% Enhancement(RechargeTime)[/list][u]Regenerative Tissue[u]
(Health)<ul type="square">[*] +4% RunSpeed[*] +18.1 (1.5%) HitPoints[*] +4% Enhancement(Heal)[*] +5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Stealth)<ul type="square">[*] +7.5% Enhancement(RechargeTime)[/list][u]Red Fortune[u]
(Stealth)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +1.26% Res(Fire, Cold)[*] +2% DamageBuff[*] +5% Enhancement(RechargeTime)[/list][u]Decimation[u]
(Cosmic Burst)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.75%)[*] +13.6 (1.13%) HitPoints[*] +2.25% Max Max Endurance[*] +6.25% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Invisibility)<ul type="square">[*] +7.5% Enhancement(RechargeTime)[/list][u]Positron's Blast[u]
(Neutron Bomb)<ul type="square">[*] +2.5% Recovery[*] +1.575% Res(Fire, Cold)[*] +9% Enhancement(Accuracy)[*] +6.25% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Grant Invisibility)<ul type="square">[*] +7.5% Enhancement(RechargeTime)[/list][u]Impervious Skin[u]
(Dark Embrace)<ul type="square">[*] +MezResist(Sleep) (Mag 2.2%)[*] +18.1 (1.5%) HitPoints[*] +2% Debt Protection[*] +5% Enhancement(RechargeTime)[*] +MezResist(Confused) (Mag 30%), +MezResist(Held) (Mag 30%), +MezResist(Immobilize) (Mag 30%), +MezResist(Sleep) (Mag 30%), +MezResist(Stun) (Mag 30%), +MezResist(Terrorized) (Mag 30%)[/list][u]Steadfast Protection[u]
(Dark Embrace)<ul type="square">[*] +3% Def(All)[/list][u]Scirocco's Dervish[u]
(Soul Drain)<ul type="square">[*] +10% Regeneration[*] +3.13% Resistance(Negative)[*] +9% Enhancement(Accuracy)[/list]
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</pre><hr />
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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. As long as you can keep them clumped together, you're about as survivable as most Scrappers. 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 Cosmic Burst while Irradiate + Neutron Bomb recharge. This build has so much built-in recharge that Cosmic Burst will recharge in an amazing 2.5 seconds, and Irradiate and Neutron Bomb will recharge in a little over 5s. 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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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 (It's perma again!) is nifty, but not if you don't remember to re-cast it. As soon as you see Hasten go up again, stop what you're doing, and re-cast AM. DON'T WAIT for your team to gather, just try to be near most of them if you can. Its radius is pretty big - if they want the buff, they'll have to learn to stick together with the rest of the team.
As always, I'll be looking forward to seeing comments and suggestions!
[ QUOTE ]
Cosmic Burst
Lime Cream Puff of Doom! This power is high damage and a Mag 3 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
Recommended Premium Slotting 2: 5 Decimation (Incl Chance for Buildup if desired) plus 1 IO Rech
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[/ QUOTE ]
Under recommended slotting you have 7 enhancements listed, just a little over the maximum of 6 that is allowed.
Yes, my fault. Invariably when doing fixes I find some typo that made it in. It should read:
Cosmic Burst:
Recommended Slotting: 1 Acc, 3 Dam, (1 Range, 1 Rech) OR (2 Rech)
Good catch, and thanks.
one thing you might want to consider is that at level 50, you can often choose to 2 slot IO enhancements instead of 3 slotting them. you lose a tiny little bit of efficiency (usually about 10% on schedule A enhancements, less on lower scheduled enhancements) but you can easily save many slots this way, extremely useful for slotting out IO sets that you might not otherwise be able to slot, just for their secondary effects (anyone 5 slotted sprint yet?)
Wow. Thorough work! I was wondering though, if you might have such detailed information on playing a Rad/Elec Defender.
Your guide has been instrumental in helping me break free of my alt-itis. I created a Rad/Rad last night, and I fell in love with him. He's only level two, but I have a feeling we are going to be together for a long time.
A few suggestions or alternatives for people to consider on the goal build;
1. Via frankenslotting with the new Endmod sets, you can get Acc Met with pretty much ED capped recharge and EndMod with only 5 slots. That frees up a slot to put an Achilles Heel (-Res) proc into Neutrino, very handy since a rad is often called on to fight AVs and GMs where it makes a substantial difference to machine-gun it. Bonus points if you can get one into Radiation Infection as well.
2. Oh, the pain, to do that much slotting in Stealth for set bonuses. . . I actually took Hover to get my LotG in, and the Leadership pool to put another one in Vengeance. A Rad is popular for the STF, and Tactics can make a big difference against Mako as well as a few other high level situations (MOGed Paragon Protectors, etc.). Vengeance is also very handy for tough high level content. I do miss Recall Friend, though, sigh. . .
3. The Dark epic was good for leveling, I eventually respeced into Psi for two main reasons, Mass Hypnosis isn't broken by debuffs so you can get everything else going before you wake the spawn (very helpful with mezzers) and Domination gives some additional control to either perma-hold a boss so they won't run away with your debuffs or deal with a second mezzer beyond what Cosmic Burst can do. AoE Sleep is also nice to deal with a second spawn thats getting a little too interested in your team, or an ambush, since your debuffs are often already tied up somewhere. Side bonuses are that the sleep purple set for Mass Hypnosis is very cheap, and Domination does as much damage as X-Ray Eyes. With those two plus EMP, I actually feel my defender is a more effective controller then my grav/FF controller, which is a bit sad.
4. If you can find enough recharge elsewhere for perma-Hasten/Acc Met, consider frankenslotting Cosmic Burst to max out the stun time as well as the damage as much as possible. Again, perma-stunning bosses, or taking lts out long enough to do something else is very handy.
does this build still work?
It works, but it is very specialized.
personally I chose to slot for more of a solo-friendly build. This one works, but it's soloability is not nearly as high as I would like.
I'd like to see an updated I13 version, though.
Welcome to the Updated Rad/Rad Defender guide for I10. Most of the numbers included in this guide have come from the Prima guide; 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 City of Data, which has charts and info 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.
New for this guide is my discussion of IOs and in addition, every power has a "Recommended Premium Slotting" - which is to say, if you're willing to spend lots of money/time, that's my recommendation.
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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
Recommended Premium Slotting: Any 5 Doctored Wounds
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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
Recommended Premium Slotting: 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
Recommended Premium Slotting: 3 Rchg IO, 3 EndRec IO
___________________________________42.49 > 55.25
Enervating Field
This is the '2' in your 1-2 debuff combo. Enervating field provides a ~25% base debuff to enemy damage and a 30% 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 30%, 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
Recommended Premium Slotting: 3 EndRdx IO
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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
Recommended Premium Slotting: 1 IO 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
Recommended Premium Slotting: Any 5 Tempered Readiness
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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
Recommended Premium Slotting:
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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 3 hold (will hold lts) and has a 50% chance of adding another magnitude 1 hold (for Mag 4, 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
Recommended Premium Slotting: 6 Ghost Widows Embrace
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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
Recommended Premium Slotting: 5 or 6 Decimation
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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
Recommended Premium Slotting: Not recommended, but if taken, 5 Decimation (NO Chance of Buildup)
___________________________________
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
Recommended Premium Slotting: 1 Hami-O (ToHit and Defense Debuffs and Acc), 5 Scirocco's Dervish (NO Chance for Lethal damage)
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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
Recommended Premium Slotting: 4 Cleaving Blow
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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
Recommended Premium Slotting: Any 5 Sting of the Manticore
___________________________________
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
Recommended Premium Slotting: 1 Rech IO
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Cosmic Burst
Lime Cream Puff of Doom! This power is high damage and a Mag 3 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
Recommended Premium Slotting 2: 5 Decimation (Incl Chance for Buildup if desired) plus 1 IO Rech
___________________________________
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
Recommended Premium Slotting: 5 Positron's Blast (NO Chance for damage)
___________________________________
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 a kinetic on the team and 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
Recommended Premium Slotting: 4 Scirocco's Dervish (All possible dam/rech) + 2 IO Recharge
___________________________________
___________________________________
PART III: BUILDING THE BUILD:
___________________________________
This is not just a guide for my build. I'm providing four 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 with minor tweaks and using IOs to help save money early on. Also, I've left my last Hami-O-based build in, for reference, and now have my ultimate goal build added as well. All of these have been re-posted using rebuilds from the MIDS Hero Builder.
___________________________________
From 1 to 22: It's hard to get all the powers you want, because all the great rad powers are stuffed in the beginning. Also, I suggest you invest in IOs at level 15 - lvl 15 IOs are about the same effectiveness as DOs but you only have to buy them once - lvl 15 IOs will last you all the way through your career until you can replace them with higher levels. I suggest you play it something like this:
Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
Fallout Phil: Level 23 Technology Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Radiation Blast
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Hero Profile:
Level 1: Radiation Infection -- EndRdx-I:15(A), ToHitDeb-I:15(3), ToHitDeb-I:15(3), ToHitDeb-I:15(11), ToHitDeb-I:15(13)
Level 1: Neutrino Bolt -- Acc-I:15(A), Dmg-I:15(5), Dmg-I:15(7), Dmg-I:15(17), Dmg-I:15(17)
Level 2: Accelerate Metabolism -- RechRdx-I:15(A), RechRdx-I:15(11), RechRdx-I:15(13), RechRdx-I:15(15)
Level 4: Irradiate -- Dmg-I:15(A), Dmg-I:15(5), Dmg-I:15(7), Dmg-I:15(15)
Level 6: Hurdle -- Jump-I:15(A)
Level 8: Radiant Aura -- Heal-I:15(A), Heal-I:15(9), Heal-I:15(9)
Level 10: Assault -- EndRdx-I:15(A)
Level 12: Combat Jumping -- Jump-I:15(A)
Level 14: Super Jump -- Jump-I:15(A)
Level 16: Lingering Radiation -- RechRdx-I:15(A)
Level 18: Health -- Heal-I:15(A), Heal-I:15(19), Heal-I:15(19)
Level 20: Stamina -- EndMod-I:15(A), EndMod-I:15(21), EndMod-I:15(21)
Level 22: Enervating Field -- EndRdx-I:15(A)
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />
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. If you don't have Veteran attack powers like Sands of Mu and the Blackwand or Nemesis Staff, I would suggest you probably drop Assault for X-Ray Beam.
From 22 to 40: You've got your SO's or lvl 25 IOs and you're just starting to get some slots, but still not enough to satisfy your thirst for all the wonderful powers you'll get.
You can respec at 22/23 into something like this:
Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
Fallout Phil: Level 23 Technology Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Radiation Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Concealment
Hero Profile:
Level 1: Radiation Infection -- EndRdx-I:25(A), DefDeb-I:25(3), ToHitDeb-I:25(3), ToHitDeb-I:25(15), ToHitDeb-I:25(15)
Level 1: Neutrino Bolt -- Acc-I:25(A), Dmg-I:25(9), Dmg-I:25(9)
Level 2: Accelerate Metabolism -- RechRdx-I:25(A), RechRdx-I:25(5), RechRdx-I:25(5), EndMod-I:25(17), EndMod-I:25(17)
Level 4: Irradiate -- Acc-I:25(A), Dmg-I:25(23), Dmg-I:25(23)
Level 6: Enervating Field -- EndRdx-I:25(A), EndRdx-I:25(7), EndRdx-I:25(7)
Level 8: Hurdle -- Jump-I:25(A)
Level 10: Radiant Aura -- Heal-I:25(A), Heal-I:25(11), Heal-I:25(11)
Level 12: Hasten -- RechRdx-I:25(A), RechRdx-I:25(13), RechRdx-I:25(13)
Level 14: Super Speed -- EndRdx-I:25(A)
Level 16: Lingering Radiation -- RechRdx-I:25(A)
Level 18: Health -- Heal-I:25(A), Heal-I:25(19), Heal-I:25(19)
Level 20: Stamina -- EndMod-I:25(A), EndMod-I:25(21), EndMod-I:25(21)
Level 22: Stealth -- EndRdx-I:25(A)
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />
You can start with that as a baseline and move towards 40 like this:
Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
Fallout Phil: Level 40 Technology Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Radiation Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Concealment
Power Pool: Teleportation
Hero Profile:
Level 1: Radiation Infection -- EndRdx-I:25(A), DefDeb-I:25(3), ToHitDeb-I:25(3), ToHitDeb-I:25(15), ToHitDeb-I:25(15), EndRdx-I:25(27)
Level 1: Neutrino Bolt -- Acc-I:25(A), Dmg-I:25(9), Dmg-I:25(9), Dmg-I:25(25), Empty(39)
Level 2: Accelerate Metabolism -- RechRdx-I:25(A), RechRdx-I:25(5), RechRdx-I:25(5), EndMod-I:25(17), EndMod-I:25(17), EndMod-I:30(31)
Level 4: Irradiate -- Acc-I:25(A), Dmg-I:25(23), Dmg-I:25(23), Dmg-I:25(25), RechRdx-I:35(33), RechRdx-I:35(37)
Level 6: Enervating Field -- EndRdx-I:25(A), EndRdx-I:25(7), EndRdx-I:25(7)
Level 8: Hurdle -- Jump-I:25(A)
Level 10: Radiant Aura -- Heal-I:25(A), Heal-I:25(11), Heal-I:25(11), EndRdx-I:25(27), RechRdx-I:35(33), RechRdx-I:35(34)
Level 12: Hasten -- RechRdx-I:25(A), RechRdx-I:25(13), RechRdx-I:25(13)
Level 14: Super Speed -- EndRdx-I:25(A)
Level 16: Lingering Radiation -- RechRdx-I:25(A), RechRdx-I:35(40), RechRdx-I:35(40), Acc-I:35(40)
Level 18: Health -- Heal-I:25(A), Heal-I:25(19), Heal-I:25(19)
Level 20: Stamina -- EndMod-I:25(A), EndMod-I:25(21), EndMod-I:25(21)
Level 22: Stealth -- EndRdx-I:25(A)
Level 24: Aim -- RechRdx-I:25(A), RechRdx-I:35(34), RechRdx-I:35(34)
Level 26: Grant Invisibility -- DefBuff-I:25(A)
Level 28: Cosmic Burst -- Acc-I:30(A), Dmg-I:30(29), Dmg-I:30(29), Dmg-I:35(33), RechRdx-I:35(39), RechRdx-I:35(39)
Level 30: Choking Cloud -- EndRdx-I:30(A), EndRdx-I:30(31), EndRdx-I:30(31)
Level 32: Invisibility -- DefBuff-I:35(A)
Level 35: Neutron Bomb -- Acc-I:35(A), Dmg-I:35(36), Dmg-I:35(36), Dmg-I:35(36), EndRdx-I:35(37), RechRdx-I:35(37)
Level 38: Recall Friend -- Range-I:35(A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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|-----------------------------------------------------------------------------|
</pre><hr />
Now 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.
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.
___________________________________