Best At Everything: A Short Guide to Rad/Sonic
I think I might reroll my level 10 rad/rad into a rad/sonic, just because of this. Nice guide, thanks for posting it.
I was just fooling around with a lowbie energy/sonic corrupter when it occured to me that a rad/sonic corr would be all sorts of WIN.
Thanks, Jock.
This guide tells me I may actually have to make a rad/sonic and a sonic/rad both.
Jock - I just want to say that I really enjoy reading your posts as your love of words is evident in just about everything you write.
The guide is wonderful but I'd like to add a couple minor things...
EF - I noticed in your description you left out that it contains a -damage component as well.
In my experience, Rad/sonic is a single target monster and lacks in the AoE department. This shortcoming is overcome easily in groups as your debuffs will more than make up for your lack of major AoE damage. I typically throw howl whenever it's up and concentrate on the boss/Lt. I like to mention this to people when they send me tells in game asking about how to build a rad/sonic. (I have rad/sonic in the LFT window to avoid the "healer" requests.)
Greetings Jock_Tamson:
Would you mind sharing your build?
Thank you.
[ QUOTE ]
Greetings Jock_Tamson:
Would you mind sharing your build?
Thank you.
[/ QUOTE ]
Not at all. Here it is pre-IOs:
<ul type="square">
1. Radiation Aura (3 Heal, 2 Recharge, 1 End)
1. Shriek(3 Damage, 2 Acc, 1 End)
2. Scream (3 Damage, 2 Acc, 1 End)
4. Radiation Infection (3 End, 3 To Hit Debuff)
6. Accelerate Metabolism (3 Recharge, 3 End Buff)
8. Howl (3 Damage, 2 Acc, 1 End)
10. Hasten (3 Recharge)
12. Combat Jumping (3 Defense, 1 End)
14. Super Leap (1 Jump)
16. Envervating Field (3 End)
18. Hurdle (1 Jump)
20. Health (1 Health)
22. Stamina (3 End Buff)
24. Lingering Radiation (1 Acc, 2 Recharge, 3 Slow)
26. Amplify (1 Recharge)
28. Acrobatics (3 End)
30. Shout (3 Damage, 2 Acc, 1 End)
32. Choking Cloud (3 End)
35. Screech (1 Acc, 2 Disorient, 1 End, 1 Recharge)
38. EM Pulse (1Acc, 2 Hold)
41. Power Build Up (1 Recharge)
44. Temp Invulnerability (3 End, 3 Dam. Resist)
47. Total Focus (3 Dam, 1 Acc)
49. Conserve Power (1 Recharge)[/list]
I should point out that I was not taking particular care with efficiency of slotting, and that this was a built to a specific purpose: Soloing AVs! I got one or two without using a Shivan too. In part that meant over kill on the endurance slotting so that I could blast for ever if I had too.
- Jock Tamson, Who got Battle Maiden and The Paladin with out using a Shivan. (Yes that last one is a GM and not an AV)
Does Chocking Cloud and Oppressive Gloom stack?
No, OG and CC do not stack, they are two different effects. OG is a stun, CC is a hold.
good guid and great build... thanx jock, i've got enough to go on now to make my STF monster
I'm curious, why did you leave out Dreadful Wail?
Virtue: The-Invictus (Blue)
The Emissary of Justice - Level 50 Fire/Fire Blaster
The Emissary of Justice. - Level 50 WP/Fire Tanker
Mesmerius - Level 50 Psi/Mental Blaster
Nucleoa - Level 50 Rad/Son Defender
[ QUOTE ]
I'm curious, why did you leave out Dreadful Wail?
[/ QUOTE ]
Lack of power slots I want it, but can't find anything I'm willing to drop for it.
- Jock Tamson, Who could use a half dozen more power selections.
Nice i've been playing around with this for a bit and this is what I came up with tell me what you think.
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
DarkVoice: Level 50 Mutation Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Radiant Aura -- Numna-Heal/EndRdx:53(A), Numna-EndRdx/Rchg:53(3), Numna-Heal/Rchg:53(3), Numna-Heal/EndRdx/Rchg:53(5), Numna-Heal:53(5), RechRdx-I:50(7)
Level 1: Shriek -- Dev'n-Acc/Dmg:53(A), Dev'n-Dmg/EndRdx:53(7), Dev'n-Dmg/Rchg:53(9), Dev'n-Acc/Dmg/Rchg:53(9), Dev'n-Acc/Dmg/EndRdx/Rchg:53(11), Dev'n-Hold%:53(11)
Level 2: Scream -- Dev'n-Acc/Dmg:53(A), Dev'n-Dmg/EndRdx:53(13), Dev'n-Dmg/Rchg:53(13), Dev'n-Acc/Dmg/Rchg:53(15), Dev'n-Acc/Dmg/EndRdx/Rchg:53(15), Dev'n-Hold%:53(17)
Level 4: Accelerate Metabolism -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(34), Efficacy-EndMod/EndRdx:50(36), Efficacy-EndMod/Rchg:50(37), Efficacy-EndMod/Acc/Rchg:50(37), Efficacy-Acc/Rchg:50(37)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+:53(A)
Level 10: Howl -- Posi-Acc/Dmg:53(A), Posi-Dmg/EndRdx:53(17), Posi-Dmg/Rchg:53(19), Posi-Dmg/Rng:53(19), Posi-Acc/Dmg/EndRdx:53(21), Posi-Dam%:53(21)
Level 12: Enervating Field -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Radiation Infection -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/Rchg:50(39), DarkWD-ToHitdeb/Rchg/EndRdx:50(39), DarkWD-Rchg/EndRdx:50(39), DarkWD-ToHitDeb/EndRdx:50(40), DarkWD-Slow%:50(40)
Level 18: Health -- Heal-I:50(A), Numna-Regen/Rcvry+:50(33), Mrcl-Rcvry+:40(33)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc:50(31), P'Shift-End%:50(34)
Level 22: Shout -- Dev'n-Acc/Dmg:53(A), Dev'n-Dmg/EndRdx:53(23), Dev'n-Dmg/Rchg:53(23), Dev'n-Acc/Dmg/Rchg:53(25), Dev'n-Acc/Dmg/EndRdx/Rchg:53(25), Dev'n-Hold%:53(27)
Level 24: Amplify -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(27), AdjTgt-Rchg:50(29)
Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(31)
Level 28: Lingering Radiation -- TmpRdns-Acc/Slow:53(A), TmpRdns-Dmg/Slow:53(40), TmpRdns-Acc/EndRdx:53(42), TmpRdns-Rng/Slow:53(43), TmpRdns-EndRdx/Rchg/Slow:53(43), TmpRdns-Acc/Dmg/Slow:53(43)
Level 30: Acrobatics -- EndRdx-I:50(A)
Level 32: EM Pulse -- G'Wdw-Acc/Rchg:53(A), G'Wdw-EndRdx/Hold:53(33), G'Wdw-Acc/Hold/Rchg:53(34)
Level 35: Mutation -- RechRdx-I:50(A)
Level 38: Dreadful Wail -- Sciroc-Acc/Dmg:53(A), Sciroc-Dmg/EndRdx:53(45), Sciroc-Dmg/Rchg:53(45), Sciroc-Acc/Rchg:53(45), Sciroc-Acc/Dmg/EndRdx:53(46), Sciroc-Dam%:53(46)
Level 41: Power Build Up -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(42), AdjTgt-Rchg:50(42)
Level 44: Temp Invulnerability -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(46), ImpArm-ResPsi:40(50)
Level 47: Total Focus -- C'ngImp-Acc/Dmg:53(A), C'ngImp-Dmg/EndRdx:53(48), C'ngImp-Dmg/Rchg:53(48), C'ngImp-Acc/Dmg/Rchg:53(48), C'ngImp-Acc/Dmg/EndRdx:53(50), C'ngImp-Dmg/EndRdx/Rchg:53(50)
Level 49: Conserve Power -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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</pre><hr />
Jock, could you please share your tactics for soloing AVs?
thanks defender dude, peace.
I have a lvl 42 Rad/Sonic and am in a perma team. I have tried Dreadful Wail and let me tell you it is not worth taking IMHO (I took Superspeed instead). Yes it does do mega damage to all those nearby however it also drains a lot of END and prevents you from gaining END back through natural means for about 60 seconds. That means the only way to get END back is to eat blues. So if you don't kill everyone with it you are in BIG trouble. Also you will want to look into slotting RI, CC and LR with PROCs to get the most out of them. Below is my build and is how I have it up to lvl 42 the rest is just planned at this point.
Hero Plan by Mids' Hero Designer 1.40
http://www.cohplanner.com/
Pocket Loki: Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
------------
Level 1: Radiation Infection EndRdx-I:40(A), ToHitDeb-I:40(3), ToHitDeb-I:40(3), DefDeb-I:40(5), DefDeb-I:40(5), LdyGrey-%Dam:39(7)
Level 1: Shriek Acc-I:40(A), Dmg-I:40(7), Dmg-I:40(9), Dmg-I:40(9)
Level 2: Accelerate Metabolism RechRdx-I:40(A), RechRdx-I:40(11), RechRdx-I:40(11), EndMod-I:40(13), EndMod-I:40(13), EndMod-I:40(15)
Level 4: Scream Acc-I:40(A), Dmg-I:40(15), Dmg-I:40(17), Dmg-I:40(17)
Level 6: Hasten RechRdx-I:40(A), RechRdx-I:40(19), RechRdx-I:40(19)
Level 8: Radiant Aura Heal-I:40(A), Heal-I:40(21), Heal-I:40(21), RechRdx-I:40(23), RechRdx-I:40(43), RechRdx-I:40(46)
Level 10: Howl Acc-I:40(A), Range-I:40(23), Dmg-I:40(25), Dmg-I:40(25), Dmg-I:40(27)
Level 12: Hover Flight-I:40(A), Flight-I:40(27), Flight-I:40(29)
Level 14: Fly Flight-I:40(A), Flight-I:40(29), Flight-I:40(31)
Level 16: Swift Flight-I:40(A), Flight-I:40(31), Flight-I:40(31)
Level 18: Health Heal-I:40(A), Heal-I:40(48)
Level 20: Stamina EndMod-I:40(A), EndMod-I:40(33), EndMod-I:40(33)
Level 22: Enervating Field EndRdx-I:40(A), EndRdx-I:40(43)
Level 24: Assault EndRdx-I:40(A), EndRdx-I:40(40)
Level 26: Tactics EndRdx-I:40(A), ToHit-I:40(33), ToHit-I:40(34), Rec'dRet-Pcptn:20(34)
Level 28: Shout Acc-I:40(A), Range-I:40(34), Dmg-I:40(36), Dmg-I:40(36), Dmg-I:40(36)
Level 30: Mutation RechRdx-I:40(A)
Level 32: Lingering Radiation Acc-I:40(A), Slow-I:40(37), Slow-I:40(37), P'ngTtl--Rchg%:39(37), Slow-I:40(46), RechRdx-I:40(46)
Level 35: Choking Cloud EndRdx-I:40(A), Hold-I:40(39), NrncSD-Dam%:30(39), G'Wdw-Dam%:39(39), Hold-I:40(40), Hold-I:40(40)
Level 38: Super Speed Run-I:40(A)
Level 41: Dark Consumption Acc-I:40(A), EndMod-I:40(42), EndMod-I:40(42), EndMod-I:20(42), EnManip-Stun%:20(43)
Level 44: Dark Embrace EndRdx-I:40(A), ResDam-I:40(45), ResDam-I:40(45), ResDam-I:40(45)
Level 47: Soul Drain Acc-I:40(A), ToHit-I:40(48), ToHit-I:40(48), ToHit-I:40(50)
Level 49: Vengeance ToHit-I:40(A), ToHit-I:40(50), ToHit-I:30(50)
------------
Level 1: Brawl Acc-I:40(A)
Level 1: Sprint ULeap-Stlth:39(A)
Level 2: Rest RechRdx-I:40(A)
Level 1: Vigilance
------------
Set Bonus Totals:
+20% Perception to Self for 10.3 seconds [Non-resistable]
Effect does not stack from same caster
------------
Set Bonuses:
Rectified Reticle
(Tactics)
20% Perception
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On Victory
Justice Bruiser DM/Regen Scrapper - LVL 50
Pocket Loki � Rad/Sonic Defender � LVL 50
And Many Others
On Protector
Warden of Hades - Fire/Fire Dom � LVL 50
Debt Bomb � Fire/Kin Corruptor
And many others
With the changes to acrobatics (not sure if this was done before or after) is it still worth going for?
I noticed that the 3rd end reduc in most of the powers using level 40 IOs only gives something like a .05 return. Is it really worth it?
[ QUOTE ]
With the changes to acrobatics (not sure if this was done before or after) is it still worth going for?
[/ QUOTE ]
The only thing changed was the amount of knockback protection Acrobatics provides. From a PvE standpoint, it went from 100% to 99.99% protection, as there are a handful (literally) of mobs that do enough knockback to get through the "nerfed" Acrobatics.
The main reason for it on a rad is the bit of Hold protection it provides, not a lot but enough to stop some mezzes.
I swore off Defenders for the longest time. I managed to get an emp/electric to 50, mostly due to the SG i was in being like '7 hero team, we need healorz for invince AV mish' . I've respeced him a dozen times and im just not happy with him.
He has been my only character that has been shelved, basically.
After reading your guide, i decided to give this a shot, as I don't have any characters with Radiation yet, so it would be cool to try out.
OMG wow. he is only lvl 14 but is progressing beautifully. so far, not having stamina has not been an issue, i survive ambushes, red conning bosses.. piece of cake, teams love AM and heals.
Thanks for your little guide man, it was enough to make me curious about another defender and im glad i tried it
Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker
[ QUOTE ]
I swore off Defenders for the longest time. I managed to get an emp/electric to 50, mostly due to the SG i was in being like '7 hero team, we need healorz for invince AV mish' . I've respeced him a dozen times and im just not happy with him.
He has been my only character that has been shelved, basically.
After reading your guide, i decided to give this a shot, as I don't have any characters with Radiation yet, so it would be cool to try out.
OMG wow. he is only lvl 14 but is progressing beautifully. so far, not having stamina has not been an issue, i survive ambushes, red conning bosses.. piece of cake, teams love AM and heals.
Thanks for your little guide man, it was enough to make me curious about another defender and im glad i tried it
[/ QUOTE ]
Ditto I saw this one on paper and I wanted to try it. I actually thought separately of my results. I like the -res of sonic and I never tried rad above lvl 10...HOLY CRAP!
Dood I was fighting two Purples easily like they were yellow con minions at lvl 4. Thank You!
[ QUOTE ]
I have a lvl 42 Rad/Sonic and am in a perma team. I have tried Dreadful Wail and let me tell you it is not worth taking IMHO (I took Superspeed instead). Yes it does do mega damage to all those nearby however it also drains a lot of END and prevents you from gaining END back through natural means for about 60 seconds. That means the only way to get END back is to eat blues.
[/ QUOTE ]I don't know what else to say other than you're using it wrong or have no idea what nukes are. Most Tier 9s in the game drain end. This is no different for blasters in most cases. I've stopped team wipes, outlasted Stone Tanks, and just unleashed the pwn thanks to Dreadful Wail. You cast EF and RI exactly where you plan to stand. EM Pulse will hold them so you aren't taking a lot of damage after the nuke or during it. Amplify + Power Build Up + Nuke = OWNED. You click Catch A Breath and activate AM. Basic stuff.
Virtue: The-Invictus (Blue)
The Emissary of Justice - Level 50 Fire/Fire Blaster
The Emissary of Justice. - Level 50 WP/Fire Tanker
Mesmerius - Level 50 Psi/Mental Blaster
Nucleoa - Level 50 Rad/Son Defender
I owe you Jock, this thread convinced me to make my now 50 IOd out Rad/Sonic/Mind defender Pristine, easily my favirote charecter.
I have one sitting at 34 right now, and this is the build I am likely going to use when I respec as she gets a little higher. Ignore when slots are placed. I just pop em anywhere with Mids, usually.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Lil' Lucky IO: Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Radiant Aura <ul type="square">[*] (A) Numina's Convalescence - Heal[*] (15) Numina's Convalescence - Heal/Endurance[*] (17) Numina's Convalescence - Heal/Recharge[*] (17) Doctored Wounds - Endurance/Recharge[*] (19) Doctored Wounds - Heal/Endurance/Recharge[/list]Level 1: Shriek <ul type="square">[*] (A) Thunderstrike - Accuracy/Damage[*] (11) Thunderstrike - Accuracy/Damage/Endurance[*] (13) Thunderstrike - Damage/Endurance[*] (13) Thunderstrike - Accuracy/Damage/Recharge[*] (15) Accuracy IO[/list]Level 2: Accelerate Metabolism <ul type="square">[*] (A) Endurance Modification IO[*] (3) Endurance Modification IO[*] (3) Endurance Modification IO[*] (9) Recharge Reduction IO[*] (9) Recharge Reduction IO[*] (11) Recharge Reduction IO[/list]Level 4: Howl <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage[*] (5) Positron's Blast - Accuracy/Damage/Endurance[*] (5) Positron's Blast - Damage/Endurance[*] (7) Positron's Blast - Damage/Recharge[*] (7) Accuracy IO[/list]Level 6: Radiation Infection <ul type="square">[*] (A) Touch of Lady Grey - Defense Debuff[*] (31) Touch of Lady Grey - Defense Debuff/Endurance[*] (46) Touch of Lady Grey - Defense Debuff/Recharge/Endurance[*] (48) Dark Watcher's Despair - To Hit Debuff/Endurance[*] (48) Dark Watcher's Despair - To Hit Debuff[*] (48) Endurance Reduction IO[/list]Level 8: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 10: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Defense[*] (45) Luck of the Gambler - Defense/Endurance[*] (45) Red Fortune - Defense[*] (46) Red Fortune - Defense/Endurance[/list]Level 12: Lingering Radiation <ul type="square">[*] (A) Accuracy IO[*] (37) Accuracy IO[*] (40) Recharge Reduction IO[*] (43) Recharge Reduction IO[*] (45) Tempered Readiness - Endurance/Recharge/Slow[*] (46) Tempered Readiness - Accuracy/Slow[/list]Level 14: Super Jump <ul type="square">[*] (A) Jumping IO[*] (29) Jumping IO[/list]Level 16: Shout <ul type="square">[*] (A) Devastation - Accuracy/Damage[*] (19) Devastation - Damage/Endurance[*] (21) Devastation - Accuracy/Damage/Endurance/Recharge[*] (21) Devastation - Accuracy/Damage/Recharge[*] (29) Accuracy IO[/list]Level 18: Enervating Field <ul type="square">[*] (A) Endurance Reduction IO[*] (34) Endurance Reduction IO[*] (37) Endurance Reduction IO[/list]Level 20: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 22: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (23) Endurance Modification IO[*] (23) Endurance Modification IO[/list]Level 24: Scream <ul type="square">[*] (A) Thunderstrike - Accuracy/Damage[*] (25) Thunderstrike - Accuracy/Damage/Endurance[*] (25) Thunderstrike - Damage/Endurance[*] (27) Thunderstrike - Accuracy/Damage/Recharge[*] (27) Accuracy IO[/list]Level 26: Acrobatics <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 28: Amplify <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 30: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (31) Recharge Reduction IO[*] (31) Recharge Reduction IO[/list]Level 32: EM Pulse <ul type="square">[*] (A) Lockdown - Accuracy/Hold[*] (33) Lockdown - Accuracy/Recharge[*] (33) Lockdown - Accuracy/Endurance/Recharge/Hold[*] (33) Ghost Widow's Embrace - Accuracy/Hold/Recharge[*] (34) Ghost Widow's Embrace - Hold/Range[*] (34) Recharge Reduction IO[/list]Level 35: Screech <ul type="square">[*] (A) Devastation - Accuracy/Damage[*] (36) Devastation - Damage/Endurance[*] (36) Devastation - Damage/Recharge[*] (36) Devastation - Accuracy/Damage/Endurance/Recharge[*] (37) Accuracy IO[/list]Level 38: Dreadful Wail <ul type="square">[*] (A) Obliteration - Accuracy/Damage/Recharge[*] (39) Obliteration - Accuracy/Recharge[*] (39) Scirocco's Dervish - Damage/Recharge[*] (39) Scirocco's Dervish - Accuracy/Damage[*] (40) Armageddon - Accuracy/Damage/Recharge[*] (40) Armageddon - Chance for Fire Damage[/list]Level 41: Choking Cloud <ul type="square">[*] (A) Unbreakable Constraint - Hold[*] (42) Unbreakable Constraint - Endurance/Hold[*] (42) Lockdown - Endurance/Recharge/Hold[*] (42) Lockdown - Chance for +2 Mag Hold[*] (43) Ghost Widow's Embrace - Endurance/Hold[*] (43) Endurance Reduction IO[/list]Level 44: Conserve Power <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 47: Power Build Up <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 49: Temp Invulnerability <ul type="square">[*] (A) Titanium Coating - Resistance[*] (50) Titanium Coating - Resistance/Endurance[*] (50) Impervium Armor - Resistance[*] (50) Impervium Armor - Resistance/Endurance[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Damage Increase IO[/list]Level 1: Sprint <ul type="square">[*] (A) Unbounded Leap - +Stealth[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 1: Vigilance
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[u]Set Bonus Totals:[u]<ul type="square">[*]12% DamageBuff(Smashing)[*]12% DamageBuff(Lethal)[*]12% DamageBuff(Fire)[*]12% DamageBuff(Cold)[*]12% DamageBuff(Energy)[*]12% DamageBuff(Negative)[*]12% DamageBuff(Toxic)[*]12% DamageBuff(Psionic)[*]5% Defense(Energy)[*]5% Defense(Negative)[*]2.5% Defense(Ranged)[*]2.5% Enhancement(Held)[*]23% Enhancement(Accuracy)[*]95.4 HP (9.38%) HitPoints[*]MezResist(Immobilize) 2.2%[*]MezResist(Sleep) 2.2%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 2.2%[*]21% (0.35 End/sec) Recovery[*]56% (2.38 HP/sec) Regeneration[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]5% RunSpeed[/list]
Thanks Jock. You basically showed me that I'm doing things pretty much right on my Rad/Sonic.
Minor differences: I didn't take EM Pulse or Choking Cloud as I Hover and Fly and avoid melee like the plague. I looked at it and realized that Ranged defense is a LOT easier to come by on a Rad/Sonic and RI doesn't quite floor their accuracy (speaking of AVs in particular here)
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Radiation Emission
Radiant Aura: Your common or garden healing aura. Slot for health, end and recharge. Not such a large heal that it is going to pull you our anyone else back from the brink, so learn to use it proactively.
Radiation Infection: Pure Gold. Everything standing in it will be much easier to hit and significantly handicapped in hitting you. Slot for To Hit Debuff and End. At high level, go to WW and buy some To Hit Debuff/Defense Debuff HOs! You want to open with this power when solo and on small teams as it will help protect you from the Alpha. The name of the game is to get everything standing next to the RI anchor. I prefer to get right next to the anchor and agro things in to me as necessary, an anchor that prefers to melee attack is ideal for this.
On picking an anchor: You want to choose something with high hp so it has some staying power, use the color conning to help you pick out someone fast. Also look to the back of the tab order to avoid the mobs your teammates will be attacking first. Never anchor on a teleporter or a flighty mob like a War Wolf as they can agro half the map to you when they run off dragging RI or EF with them. Lingering Radiation is a big help in keeping your anchor from moving away too fast. Your anchors are going to get killed, there is no use in raging against it, just learn how to retoggle quickly and when you dont have to. Some people like to split RI and EF on to separate targets to help them last longer. I like to put both on the same target as I can apply them faster that way, and it makes it easier to herd targets into both auras at once.
Accelerate Metabolism: Makes you move faster. Makes you attack faster. Makes your endurance recover faster. As if that wasnt enough, it also provides Mez Resistance (reduces the duration of mez effects). Should I mention it does this for all your teammates as well? Basically you will want to use this as often as possible. Slot for Recharge and End Mod. If you stagger this with Hasten you can attack faster all the time. If you stack it with Hasten it will be available more often. I recommend that you stack it when on teams and stagger it when solo.
Enervating Field: Your second anchored toggle. This one debuffs Damage Resistance, which will synergize nicely with your Sonic blasts. Open with this power when on large teams to help buff the damage AoEs that will no doubt be flying in from every direction.
Mutation: A better rez than Resurrect as this one also buffs the target. It doesnt need more than a single recharge enhancement. This and Fallout are the two most skipable powers to make room for more /Sonic or Power Pool selections. If you are using your other powers well, teammates just wont be dying all that often.
Lingering Radiation: Slows the target and those nearby, also a powerful Regeneration debuff. Slot with Accuracy, Recharge, and Slow. In most fights this is useful to help keep foes next to your anchors. In a GM or AV fight, this power is why everyone will be singing your praises. Ever since they buffed the GM and AV Regeneration, Rad Defenders have been immensely popular with high level teams and GM teams.
Choking Cloud: A very misunderstood power. It's a power that is bound to disappoint out of the box. Especially if you read the description and think the Devs were drunk enough to give you an always on aura that would hold everyone around you.
It costs a lot of end, it only works on minions unless stacked with something else, and the ticks aren't that fast. Sounds lousy huh?
Make the investment in slotting to afford the End and learning the techniques to get the most out of it, and it is a fantastic power. It most effective solo: If I hit Amplify and leap into a group while stunning the only Lt with Screech, I can end up with the entire group controlled. That's 100% damage mitigation, which is pretty impressive. It won't happen every time, but it will do more than enough to make you glad you have it.
People look at the description and think it is a control, but it simply does not hit reliably enough or often enough to be an effective control. No this is damage mitigation. Think of it as a peculiar form of damage resistance for you and your team. Some of the time, some of the foes around you will be held, and therefore not shooting at you, or anyone else. To get the most out of this power, you will want to be in melee range. For this reason, I recommend taking Acrobatics to go along with it.
CC is a real end hog. If you decide to take, be prepared to invest in endurance slotting not just in it, but in other powers as well. If you are willing to make an investment in play style and slotting to get the most out of this power, it is very effective. It is not, however, worth taking if you are just going to stand back and throw a single enhancement in. Slot for Endurance.
Choking Cloud is almost completely useless in PvP. So far the only helpful thing I have managed to get it to do is to alert me to the presence of a Stalker by going Miss.
Conclusion: Choking Cloud: Great power if you are willing to make an investment in slots and tactics to get the most out of it. A waste if youre not. Don't take it on a whim. Almost totally useless in PvP.
Fallout: A craftable Nuke! Ingredients: One Dead Blaster. Ok, any AT will do, but Dead Blasters are easier to find and I figure they ought to do more damage This power is really more about the debuff than the damage. Either way, it will certainly turn the tide in your favor.
EM Pulse: Saps Endurance, Debuffs Regeneration, and provides a mez powerful enough to hold a Boss. Whats more they threw in damage to robotic type mobs just as a little gravy. The duration on this power is impressive. Power Build Up + Ampify + EM Pulse and you can finish off your victims at your leisure with time to spare. This is perhaps the games best panic button power, and a wonderful tool to have when your team accidentally agros an adjacent group of 5 Lts and a 2 Bosses. Slot with Accuracy, Hold and Recharge. While EM Pulse will crash your Endurance recovery, unlike a Nuke it doesnt actually take away all your Endurance as well. If you are already ok on End and running Accelerate Metabolism as well, you can EM Pulse without much worry. Even if you are low on End, the recovery only crash is easier to manage than the full End crash of a Nuke. I find Conserve Power makes a nice companion power.
Sonic Blast
Shriek: Your number one blast. Low single target damage. You will want to take it and use it frequently anyway. The answer why is instructive to the overall use of Sonic Blast. Shriek, like most Sonic Blasts, does a Resistance debuff for several seconds. That means you just gave yourself and everyone else on the team about a 20% damage buff against that target. Applying, stacking, and keeping up that debuff is what Sonic Blast is all about. You want to take Shriek to help fill out your attack chain so you can be constantly applying and stacking that debuff. Soon you will find yourself hitting damage levels impressive in a Defender.
On Blasting for Resistance Debuff:
A spreadsheet analysis (how big a geek am I huh?) of attack chain blast order suggests that it doesn't matter much. You will be up to 4 * Debuff in about 5 seconds and bounce between 3 and 4 with occasional dips to 2 and rare spikes to 5. Best consistency seems to come from prioritizing your blasts by activation time: Shriek - Scream - Howl - Shout. Using Shout as often as possible is actually damaging to maintaining debuff levels because of the long activation time. I got my best results by using it only when everything else was recharging. That logic, however, doesn't take into account the amount of damage done. Will the brief drop to 2 * Debuff result in more lost damage than you gain by using your big gun? The solution is left as an exercise for the student.
My recommendation: Just blast as quickly as possible in an order that feels comfortable. Use Howl to hit as many targets as possible in team play. Don't waste Shout on a target with a sliver of health if you can finish him with Shriek and Shout at someone healthier.
Scream: Single target blast. Does nice damage in part because the rapid DoT pulses it comes in benefit from the Resistance debuff of the first tick. This is the second staple of your attack chain.
Howl: A long narrow cone attack. Provides the third attack in your basic attack chain and allows you to debuff entire groups with artful positioning. Combine Howl, with Enervating Field and a Fire Tank or Spines Scrapper and it is amazing how everything melts away.
Shockwave: A knockback cone. No Resistance debuff here I believe , but the knockback is useful in keeping foes next to your anchors if you prefer to stay back out of melee range.
Shout: High damage, short range, although not as short as it used to be thanks to a recent buff. The recharge on this is such that it will be an every other attack chain power. This is your finishing move in PvE and PvP (until you pick up Total Focus ). The burst damage against a target you have already stacked debuffs on will make those inexperienced with Rad/Sonic blink. Particularly if they are a Brute who made the mistake of thinking he could just go toe to toe with you.
Amplify: Aim by another name, but still sweet. Useful to help Choking Cloud land some hits when you first go in to a fight, and as a buff to Sirens Song or Screechs accuracy against that target you just have to mez. (Sappers!)
Sirens Song: A sleep zone and a powerful one at that. This can make a build that is already powerful in a solo mission almost boringly effective. If you use Screech to wake your targets you can keep the mezed. I personally skipped this because RI and Screech and EM Pulse were all the defense and control I could ever want, and it disagreed with my wanton use of Howl.
Screech: Single target disorient that is powerful enough for a Lt, but not quite for a boss. Excellent to remove high threat single targets such as Sappers, Rikti Mentalists, Illusionists, and whomever your least favorite Lts are from the fight. Easily made permanent with a little recharge and hold slotting. And of course 20% Resistance Debuff
Dreadful Wail: Your Nova. Brings high damage, stun, and of course Resistance debuff to a dozen of your closest friends. Like all Defender Nukes, this is a finishing rather than an opening move, and a good panic button if you have means to recover your endurance.
PvE Overall Tactics:
Everything will be a variation on this basic theme:
Apply Toggles
Get everything next to anchors.
Blast vigorously until dead. (Them, not you silly!)
Pay attention to your terrain and agro and learn how to use it to move everything into your anchor debuffs and keep them there. As long as everyone is standing in RI, you are safe from everything but an attack that turns of your toggles. Learn who can do that, and apply your controls to them. Remember, everything you hit will take more damage the next time. You will be doing your team a favor by hitting as many targets as possible as quickly as possible.
Apply your heal proactively to keep yourself and your teammates up and fighting. Dont put it on auto unless you have a very good reason to or the Defender Forum officially hates you forever
EM Pulse, Fallout, and Dreadful Wail are excellent panic buttons if things go south.
PvP Overall Tactics (Solo, I dont know team PvP yet)
Your two anchor debuffs are auto hit and powerful enough to make your victims scream nerf if they cant get away from them. Apply your debuffs and start out slow and methodical on your blasting. Ideally you want to convince your target that he can stand toe to toe with you and simply smack your squishy Defender self about with his superior hitpoints or damage. Let them think they are winning while keeping yourself in the fight with break frees and Radiant Aura, then when you have their hitpoints low and your Resistance debuffing nicely stacked, strike as hard as you can with Aim, Power Build Up, Shout, EM Pulse, Total Focus, temp powers, whatever you can bring to bear. Careful you dont fall into the same trap yourself. Never let your health hover around nothing because you think that if you just get another couple of blasts in youll win.
In zone PvP, your target will often flee into PvE mobs to agro them against you once you have anchored on them. Either disengage, or just follow them straight in. As long as the mobs are in Radiation Infection, you have little to fear from them.
Power Pools
I avoided saying too much about power pools beyond commenting on the powers I have taken and are therefore familiar with.
Let's see, what can I say about Power Pools?
Concealment: RI will provide all the defense you need, stealth won't do much for you in PvE. Could be useful in PvP?
Fighting: I have found Sands of Mu and Temp. Invulnerability valuable. Fighting provides cheap knock offs of these powers, but I don't really see much value in it.
Fitness: Swift or Hurdle, Health, Stamina. Isn't that a law? Stamina is probably a must if you plan to use Choking Cloud.
Flight: Hover can help you stay next to your anchor, which is useful to herd everything towards it. Air Superiority will be impressive with all your Resistance Debuff. I didn't take it, but it seems like a good set for this build.
Leadership: You don't need the extra damage, to hit, or defense buff, your toggles are taking care of all that. Tactics is very important in PvP however, and is one of the few ways to make Choking Cloud hit more often..
Leaping: I took this and recommend it for use with Choking Cloud. Combat Jumping helps you close quickly and Acrobatics helps you survive in melee. For a toggle based AT, the extra Mez protection in Acro is great to have.
Medicine: You have a healing aura, why bother?
Presence: The taunts could be used to help herd next to your anchor. Combining the fears with your other controls could be very effective as well. Now that I think about it, I kind of wish I had room for this.
Speed: Hasten compliments Accelerate Metabolism wonderfully.
Teleport: Teleport Friend + Fallout. Nuff said
- Jock Tamson, Who was supposed to have posted this some time ago.