Rad/Rad Corrupters Guide (Issue 12)


BigBud

 

Posted

Nuke them til they glow and then shoot them in the dark

A corrupter’s guide to Radiation Blast / Radiation Emission

Introduction

Well after reaching Level 50 just before the release of Issue 12 with Crime of Fashion, my Rad/Rad Corrupter I have decided to take some time and reflect on the lessons I learned building Crime up. Crime was really the first character I kitted out fully in inventions, and I learned a lot about the market, the Invention system, and Rad/Rad corrupters in that time.
What this guide is.

This guide is a basic over view of the powers that a Rad/Rad corrupter has access to, some suggestions on slotting, and some advice with IO and set selection. Some rudimentary tactics and tricks are included.

I will try to be accurate, all data gained is from Mids hero designer1.4 with issue 12 pack. I’m writing this on the train away from my home PC and probably won’t get to check too much with in game data. I ended up dropping the power specific data out after the announcement of Issue 13 and the changes to powers. While I don’t believe the fundamental nature of any of Rad/Rad’s powers will change, the specific numbers might.

What this guide is not.

A PVP guide, I rarely head into PVP zones, just not my thing. I tend to play FPS games like TF2 for my PVP fix, COX is my PVE fix. That’s my way of thinking, but it will colour the suggestions I make here.

This guide is also not a “I have 20 billion infamy so I kitted this character out in all the purples and hamidon origins I could find on hero builder” style guide. Many of the slotting suggestions I will suggest can be done affordably. I only play the market a bit and most of my sets were earned either from regular infamy, selling salvage and playing the markets a bit. Also SO and basic IO slotting advice is given for those who cannot afford sets.

Why play a Rad/Rad corrupter?

Crime of fashion was my very first character on my COX account. I wanted to create a garish super villain and florescent green attacks and powers seemed the way to go. If you do not like bright green, the Rad/Rad may not be for you…. As everything they do is green.

A Rad/Rad corrupter is a team player who can solo reasonably well. You are at your best when the targets are hard. I soloed countless elite bosses on my way to 50 and these hard targets are where Rad/Rad shines. A good team will recognize your ability to neutralise hard targets with your debuffs and your blasts.

When a team assembles to tackle Arch-villains a Rad/Rad will almost always be a welcome inclusion. (plus teams love accelerate metabolism)

General Slotting advice

Accuracy is not as important for this build as for others. With Radiation Blast attacks having defence debuffs and Radiation Emission having a defence debuff toggle, you tend to hit just about anything. Personally, I have found having the equivalent of one single origin accuracy in my attacks has been quite sufficient.

What Radiation blast lacks is damage, so take the extra slot from not needing accuracy and boost your damage. Early on this means slotting one accuracy and three damages, later on it means using the extra slot from dropping an accuracy to pick up a damage proc.

Almost all of Radiation Blasts powers can be slotted with defence debuff enhancements. Two of these stand out; Touch of Lady Grey (negative energy damage), Achilles Heel (- resistance). TOLG can supplement your lower damage, and Achilles heel can reduce your target damage resistance, both act as buffs to Radiations blasts low damage.

Radiation emission has quite a few toggles, and if you add in leadership and patron armours you are looking at a massive endurance drain. Stamina is essentially for a Rad/Rad and most of your toggles should be heavily slotted for endurance reduction. The equivalent of two 50 IO’s in most toggles should be more than sufficient. This is doubly important if you have choking cloud.


Crime of Fashion Level 50 Rad/Rad Corrupter
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Radiation Blast – Zappy green laser beams of doom


Radiation Blast is an ok blast set, it’s not phenomenal but it’s not rubbish either. Overall it’s a reasonable set, with high utility value, a lot of options, and some interesting slotting potential. It ranks towards the low end of single target damage, but has one of the best single target attacks in any set. AOE damage and debuffs are where the set really excels.

Radiation blast has three standard single target ranged attacks, a snipe, 3 standard AOE blasts, Aim, and a nuke.
The secondary effect of radiation blast is a –defence debuff on your target. This allows you and your team an easier time of hitting your targets. Radiation Emission and Radiation Blast work together to ensure you don’t miss very often, even at low levels.

Neutrino Bolt - Single Target Blast
Level 1
Suggested SO Slots - 1-2 Accuracy, 2-3 Damage
Suggested Sets - Thunder strike, Devastation
Suggested Procs - Touch of lady grey (negative energy damage), Achilles Heel (- resistance), Decimation (chance for build up), Devastation (chance for hold), and Entropic Chaos (chance to heal self)

Neutrino bolt is quick to cast, quick to recharge and does very little damage. It has to be one of the quickest attacks in the game if you combine activation + recharge times. Overall, the damage of neutrino bolt is pretty pathetic. You will probably need it until level 18 when you gain cosmic burst, and could possibly drop it after that. You can also do the following,
What Neutrino bolt is good for is Procs. For those who don’t know what these are I suggest reading the inventions forums. In summary a proc is a type of enhancement that has a percentage change of activating when you use it.
An old build of mine had Touch of lady grey (negative energy damage), Achilles Heel (- resistance), Decimation (chance for build up), Devastation (chance for hold), and Entropic Chaos (chance to heal self). In that build Neutrino Bolt was not an attack, but a proc delivery tool to use while my other attacks recharge. You could also go half way between a standard slotting and mine and get 40% acc and 60-80% damage with three or four slots and use the rest for procs.

This setup is not the cheapest option, normally I would suggest
X-Ray beam as a better overall attack.


X-Ray Beam - Single Target Blast

Level 1
Suggested SO Slots - 1-2 Accuracy, 2-3 Damage, 1-2 Recharge
Suggested Sets - Thunder strike, Devastation
Suggested Procs - 1-2 of; Touch of lady grey (negative energy damage), Achilles Heel (- resistance), Decimation (chance for build up), Devastation (chance for hold), and Entropic Chaos (chance to heal self)

X-Ray beam looks cool, really cool. Who doesn’t want to shoot lasers out of their eyes? As an attack it’s about as standard as you can get; moderate damage, moderate recharge and end use. As a rule this should be your standard attack and form the core of your single target attack chain with Cosmic Burst.
If X-Ray Beam is your fastest recharging attack then I suggest slotting it with some procs once you can afford them. At the very least consider Touch of lady grey (negative energy damage) or Devastation (chance for hold).


Irradiate - PBAOE Blast

Level 2
Suggested SO Slots - 2 Accuracy, 2-3 Damage, 1-2 Recharge
Suggested Sets - Siroccos Dervish or Multi Strike (Budget)
Suggested Procs - Touch of lady grey (negative energy damage), Achilles Heel (- resistance), Siroccos Dervish (Chance for Lethal damage)

Irradiate is one of the signature powers of Radiation blast. A player based AOE with moderate damage and a massive defence debuff. The damage is delivered over time but it’s really not that long. Irradiate works better with Radiation Emission than most other secondary sets as the protection from your debuffs allows you to operate close to melee range. Nice and quick animation and pretty special effects make this power a winner.

On teams, Irradiate can debuff almost an entire spawns defence through the floor, aiding your team in mopping them up. Be careful about the aggro you can generate with this power.

For Procs, Achilles Heel (– resistance) gets a special mention. I tend to use Irradiate as my first AOE blast, and therefore the one most likely to Proc first. That’s why I have the – resistance proc in here. Any additional damage can’t hurt either.

Electron Haze - Ranged Cone Blast

Level 4
Suggested SO Slots - 2 Accuracy, 2-3 Damage, 1-2 Recharge, 1 Range
Suggested Sets - Positrons Blast or Detonation (budget)
Suggested Procs - Touch of lady grey (negative energy damage).

I have a love/hate relationship with Electron haze and the reason is thus, activation time. While 2.37 seconds may not seem like a long time you are rooted during the animation, and when a freak tanker is smashing in your head it seems like an ice age. On the positive side, it’s a reasonably large cone that does more damage than irradiate. The knock back effect is largely ignorable, and I would not suggest slotting this attack for knock back. Range however is not to be overlooked as it effectively deepens the cones and increases the AOE substantially. Both detonation and Positrons blast have a Damage/Range enhancement; I consider this a “must have”

Tactically I use Electron haze as my 2nd AOE. Once Irradiate has gone off I jump backwards away from the standard spawn (5 critters in my case), as I’m jumping I target the rear most critter in the spawn. The critters proceed to chase me and form into a nice cone shape pattern, hit cosmic burst and blast them all. Works best against melee characters in corridors.

Strangely enough, electron haze is part of my single target attack chain.

Proton Volley - Single Target Sniper Blast
Level 8
Suggested SO Slots - 1-2 Accuracy, 2-3 Damage, 1-2 Recharge
Suggested Sets - Sting of the Manticore
Suggested Procs - Unknown

I will admit to not knowing a huge amount about this power. I have used snipes on other characters, but I must admit that I am not a fan of it for Rad/Rad. My play style is quite fluid and fast moving, and the snipe doesn’t fit in. I would rather open with Radiation Infection, Cosmic Burst or Electric Shackles.

On the positive side Proton Volley does have a long and powerful defence debuff and does very good damage. However, in a tight build I see this as the first power from Radiation Blast to drop.

Others have suggested that it is viable to use the snipe at point blank inside the protection of Radiation emissions debuffs.

Edit: Recently I have tried this approach and it works well solo, I still think it’s a bit of a waste of a power on a team, but solo it’s quite handy. The key is to lock down the baddies with debuffs, stuns and holds and then fire it at point blank.

Visually, proton volley is neat with four large green bolts of green energy and neat star trek like sound effects.

Aim - Click Self Buff
Level 12
Suggested SO Slots - 1-2 recharge
Suggested Sets - Gaussians Fire Control
Suggested Procs - Gaussians Fire Control (Chance for build up)

Aim is a very familiar power for anyone who has played a ranged damage class in City of Heroes or Villains, A short sharp spike that provides a boost to burst damage. I also understand that this power is essential for PVPers. In a Rad/Rad build you can have five AOE attacks that can greatly benefit from Aim (ok, with fallout and a patron power you can have seven AOEs, but that’s just overkill).

Sounds great doesn’t it. I however do not take aim anymore; I don’t have the space for it. The Accuracy bonus is largely a waste in a build that doesn’t miss and I don’t seem to miss the damage bonus. I would still suggest it as a good power, especially when used with the Nukes for maximum effect. I just find with a fully IO’d build I don’t need it anymore.

Some players use a Gaussians Fire Control (Chance for build up) in Aim to occasionally get a super build up / aim combo. I don’t personally do this as I am always stretched for slots and it’s a sizeable financial investment.


Cosmic Burst - Single Target Blast
Level 18
Suggested SO Slots - 2 Accuracy, 2-3 Damage, 1-2 Recharge, 1-2 Stun
Suggested Sets - Decimation, Thunderstrike, Devastation
Suggested Procs - None, focus on boosting damage, recharge and stun via sets and IOs.

In my opinion Cosmic Burst is the best power in Radiation Blast. It has a short range, but has very good damage, a good defence debuff and a magnitude 3 stun. Magnitude three allows you to stun minions and lieutenants with one application, and bosses with two. With a single SO stun and reasonable recharge you can permanently take someone out of the fight, if they live that long.

In combat this should be one of your opening moves, if the mob has a mezzer then take him out with the stun. If not then layer your debuffs first, then take out the highest threat with cosmic burst. On large teams this becomes largely a secondary power, but solo it is pure gold.

This power needs to be six slotted as soon as you can afford to. Also focus on getting its measurable stats up and don’t worry about procs.


Neutron Bomb - Ranged AOE Blast
Level 26
Suggested SO Slots - 2 Accuracy, 2-3 Damage, 1-2 Recharge
Suggested Sets - Positrons Blast, detonation (budget)
Suggested Procs - Touch of lady grey (negative energy damage), Achilles Heel (- resistance)

I must admit I found Neutron Bomb to be a bit of a disappointment. It is the third AOE in the AOE chain, and really falls short of Irradiate and Electron Haze. Its animation time seems quite long, but the special effects are shiny (A big mushroom nuke effect). The problem is, it just doesn’t do enough damage to make you go WOW! In large groups its effectiveness increases as you can sit back and fire from range a lot safer than irradiate or electron haze.

Overall, an ok power that really helps on big teams but may leave you feeling a little under whelmed.


Atomic Blast - PBAOE Nuke
Level 32
Suggested SO Slots - 1-2 Accuracy, 2-3 Damage, 1-2 Recharge
Suggested Sets - Siroccos Dervish
Suggested Procs - None

Well, it’s a nuke, a standard PBAOE nuke effect complete with crushing end drain. I took this power and used it a lot initially. After a while I found it didn’t do quite enough damage to make sure I was safe when the stuff hit the fan. The end loss would drop all my radiation toggles and I would be very vulnerable. Several times I would nuke, and then a surviving lieutenant would king hit me and kill me.

This all stopped of course once I got power sink. If you are going to use Atomic Blast I highly recommend getting the Mu Patron pool, just to get power sink. Getting aim is highly recommended for this power to boost both damage and accuracy.

In my current build Atomic blast is gone. I found it highly situational, and in almost all the situations it was useable I found myself turning to EMP Pulse instead.

Rad/Rad has the luxury of two nukes to choose from, you can take both if you choose, but I feel that EMP Pulse has a much higher utility value than Atomic Blast, especially as it doesn’t drop your toggles.


Crime of Fashion Level 50 Rad/Rad Corrupter
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Radiation Emission – Sickly green clouds of evil

Radiation emission is a great set, it provides a team with massive benefits but is equally good solo. Almost any corrupter primary could be teamed with Radiation Emission to create a formidable combo.

The core of the set is the trinity of debuffs, Radiation emission (-def, - to hit), Enervating Field (-res, -dam) and Lingering Radiation (slow, -recharge, -regeneration). These three combine to turn your opponents into sickly weak feeble victims.

In support of your team you have Radiant Aura (PBAOE Heal), Mutation (Resurrection and Buff) and Accelerate Metabolism (Possibly the best buff in the game). You also have access to a toggle hold, a hold based nuke and a power that allows you to explode team mates corpses.

Radiant Aura - PBAOE heal
Level 1
Suggested SO Slots - 2-3 Heal, 0-2 end reduction, 0-2 recharge
Suggested Sets - Doctored Wounds (or three hamidon Golgi exposures)
Suggested Procs - none

Radiant Aura is your stock standard PBAOE heal. It’s a nice utility tool but not enough to heal a team consistently. View Radiant Aura as an additional tool in your tool belt and not your reason for being on a team, you are not a healer. Your focus should be on debuffing your opponents and healing when you can.

Often I find myself on a team with another corrupter who has focused more on healing than I have. Personally, I love this situation. Radiant Aura can cover the gaps in their healing and allow them to free up more time to attack. It also takes some of the team health responsibility off you and allows you to focus on what you do best, debuffs and blasts.


Radiation Infection - Targeted Toggle Debuff
Level 2
Suggested SO Slots - 2-3 end reduction, 2-3 to hit debuff, 0 -2 defence debuff
Suggested Sets - Dark watchers despair, Dampened spirits
Suggested Procs - Touch of lady grey (negative energy damage), Achilles Heel (- resistance

Radiation infection is the cornerstone of the set. A toggle debuff with a small AOE that heavily reduces targets defence and accuracy. Simply put, targets will have a harder time hitting you and will be easier to hit in return.

Solo, target the lieutenant or boss in a group and eliminate the minions with your blasts. If possible cosmic burst to stun your anchor or use a patron hold. On teams, target the lieutenants in big spawns, bosses will be targeted by single target damage experts for quick elimination and minions will probably be destroyed in the AOE blasts raining down.

As for slotting, you will definitely want some endurance reduction first of all. The choice is really between focusing on defence debuff or to hit debuff slotting. With all the defence debuff in Radiation Blast I choose to focus on to hit debuffs. To hit debuffs almost equate to defence against all incoming attacks, maxing out Radiation Infections to hit debuff will get you close to -40% to hit from opponents. I am not too sure how this would translate if compared to pure defence but it does make you quite survivable solo, and is a massive boon to your team. This is doubly so if you are team with characters with defence based armour sets, or with force field masterminds and cold domination corrupters.


Accelerate Metabolism - PBAOE Buff
Level 4
Suggested SO Slots - 3 Recharge, 1-2 end mod
Suggested Sets - Performance shifter and Efficiency adapter
Suggested Procs - none

AM is one of the most eclectic buffs in COX, its buffs recovery, movement speed, recharge rates, damage and status effect durations. Teams will love you for it and it is possible to get it permanent with enough global recharge bonuses.

I can’t really say enough good things about Accelerate Metabolism. It is the Swiss army knife of buffs and getting it permanent is a worthy goal if you can afford it.

Note that the status effect resists only shorten the duration of mez effects on you and do nothing to stop you being mezzed in the 1st place.


Enervating Field - Targeted Toggle Debuff
Level 10
Suggested SO Slots - 2-3 Endurance reduction
Suggested Sets - None
Suggested Procs - None

If only you could slot this power with something other than endurance reduction. Oh, you really want to slot it with endurance reduction however as it is a pretty expensive toggle. Enervating field is the second of your radiation toggles and the most important one on a team that is steam rolling. Enervating field creates a cloud effect that reduces your opponent’s damage and resistance. Simply put, it makes your opponents weak and easier to kill.

The reason I say this is more important than radiation infection on a steam rolling team is it allows you to kill faster, and your toggles won’t be surviving very long, so you may not get enough time to put two down before everyone is dead. If this is happening, then always go for Enervating field first.


Mutation - Targeted ally resurrection and buff
Level 16
Suggested SO Slots - 1-2 Recharge
Suggested Sets - None
Suggested Procs - None

Mutation is a power that I am unlikely to ever pick again. I understand the utility of resurrection powers but they are not for me. Once the “combine three inspirations” quality of life improvement came out I binned resurrections. But that’s a personal view and I am sure people will differ in their opinions.

As far as resurrection powers go it’s alright. Mutation lacks the wow factor of howling twilight from dark miasma, but has some nice short term buffs. Increased recharge, damage, to hit and recovery make it a good power. If you do take it, and like resurrection powers you will probably quite enjoy it.



Lingering Radiation - Targeted debuff
Level 20
Suggested SO Slots - 1-2 Accuracy, 1-2 Slow, 1-2 Recharge
Suggested Sets - Pacing of the Turtle
Suggested Procs - Impeded swiftness (Chance for smashing damage)

Lingering radiation is the third and final debuff in radiation emissions holy trinity of debuffs. This one is key to AV and GM fights as it targets regeneration and recharge. Of note is the fact that Lingering radiation is a click debuff and not a toggle, against mezzing opponents this is doubly important as once the debuff is applied, they can’t mez you to clear themselves.

The -500% regeneration debuff still works out at -65% regeneration against a level 50 arch villain with full resistances. That’s not too bad, and really makes the difference in fights against AVs with massive regeneration, such as the final battle of the ITF.

Take this power always, and make sure you apply it when you can. It’s must for EB and AV fights, and does help out against massive spawns by slowly them down and making them vulnerable to AOE madness.


Choking Cloud - Toggle PBAOE Hold
Level 28
Suggested SO Slots - 3 Endurance reduction, 3 Hold duration
Suggested Sets - Franken slot for Endurance reduction, Hold Duration and Accuracy from hold sets.
Suggested Procs - Neurotic Shutdown (Change for Psionic Damage), Ghost widows embrace (Change for Psionic Damage), Unbreakable Constraint (Change for SmashingPsionic Damage)

Choking Cloud has received a lot of bad press over the years and seems a pretty maligned power form what I have read on the forums this last year. I for one love it, I can see why people don’t like it and it is a power than needs inventions and Procs to truly realise its potential.

What choking cloud does is create an aura around you that targets each enemy with a to hit check, if they are hit it applies a Mag 1 hold 80% of the time and a Mag 2 hold 50% of the time. It is possible to have minion and lieutenants permanently held only using choking cloud and it aids you in locking down a boss with your single target hold from your patron power.

What I have done with my Choking Cloud is redefine what the power does. I have slotted all three of the damage Procs listed above. With this build Choking Cloud is a Damage/Hold Aura. Solo, I have found it to be incredibly useful, less so on teams but any AOE damage and hard control help.


Fallout - Targeted ally detonation
Level 35
Suggested SO Slots - Unknown
Suggested Sets - Unknown (lets assume positrons blast)
Suggested Procs - Unknown

I have never taken this power, but once dual builds become available I will look it up (I’m planning a solo and a team focused build). From what I have been told and what I can read of the power it is phenomenal, when you get to use it. I imagine vengeance + Fallout + Mutation being a fantastic combo, but I’m just not a fan of power that’s this situational.

For the record, fallout is an AOE blast power with damage comparable to a nuke (In fact more than atomic blast on a corrupter) that requires a team mate to die first. It also has some amazing debuffs as well. If you’re in situations where people die a lot, and you think you can get good mileage out of the power take it. It’s a big boom!


EMP Pulse - PBAOE Hold Nuke
Level 38
Suggested SO Slots - 1-2 Accuracy, 1-3 Hold, 2-3 Recharge, 1-2 End Mod
Suggested Sets - Franken slot a bit of everything, get the measurable values high
Suggested Procs - None

I personally rate EMP Pulse as one of the best nukes in the game. It is accurate, has a huge area of effect and drains the targets endurance, kills their recovery and slaps them with a massive duration hold. That hold can last over 30 seconds against even condition foes and against higher level foes still lasts long enough for you to re-evaluate the situation and escape or counter attack.

The best thing about EMP pulse is it kills your recovery without draining your endurance first. This means your toggle will not drop instantly. It’s a good idea to pop a blue inspiration or use power sink from Mu Mastery after using EMP pulse however. Also of note, EMP pulse and Power Sink will completely drain most enemies’ endurance bars.

Solo, EMP pulse is your panic button. On teams, EMP pulse is your “This spawn is a free hit” button. Use it, slot it, and love it.


Crime of Fashion Level 50 Rad/Rad Corrupter
My Toons
My Rad/Rad Corrupters Guide
Mindscape - Reworking

 

Posted

Power Pools – Not green at all really


I few quick notes on power pools, not a huge amount of detail just a few insights into powers.

Fighting – Well, you don’t realty need the attacks and tough/weave aren’t that useful to you.

Fitness – Health is worthwhile for the sleep resistance and Stamina is a must have with all the toggles and endurance heavy blasts you have.

Flight – Hover can be useful at avoiding melee. Flight can also be slotted with a +stealth proc that increases its utility. Air superiority, a very good power is a bit of a waste in a set loaded with attacks.

Concealment – Never used this with my Rad/Rad, if I wanted stealth I purchased a temp power or got a stealth proc.

Leadership – Manoeuvres is good as it makes you harder to hit and detoggle. Assault is useful for the extra damage. Tactics is a bit of a waste as you have more – defence powers than you could ever use and these make you rarely miss. Vengeance seems almost compulsory if you’re going to take fallout.

Leaping – Combat jumping adds to your defence and helps you avoid being detoggled which is good. The gem in this set is acrobatics; it grants very good knockback resistance which means you can avoid buying those pricy – knockback enhancements. Acrobatics also grants two points of hold resistance which means it now takes two standard holds to hold you. Combine this with AM reducing the time it takes to recover and Lingering rad slowing your opponents recharge times and it increases your survivability against solo mezzers considerably.

Presence – Never used this with my Rad/Rad. The taunts seem a bit suicidal but the fears could be useful. I am willing to hear feedback about this.

Medicine - *rant on* Repeat after me, corrupters are not healers! If your idea of playing a Rad/Rad is to take neutrino bolt, all of radiation emission and all of the medicine pool then you are reading the wrong guide. Rad/Rad Corrupters are there to debuff the enemy until the are squishy and then squish them with big green creampuffs of doom! *Rant off*. Seriously though, I don’t really see a need for any of these powers on a Rad/Rad….. stimulant possibly, but even then I never would.

Speed – Hasten is almost essential for making accelerate Metabolism permanent, if you want to go that route. Super speed is a good travel power and comes with inbuilt stealth.

Teleportation – Recall friend looks like a good combo for use with the aforementioned vengeance + Fallout combo. The rest of the set is pretty forgettable, although teleport is a quick travel power.


Patron Power Pools – A side order of fish?


My experience with the Patron Power pools has been very one sided, due to the fact I cannot respec the dam thing yet (Bring on Issue 13!). That being said, I looked long and hard at the options when I got to level 41 and am happy with my choice of Mu Mastery.

A note about pets – I have used them solo, and they are great for taking the alpha strike and soaking damage while you set up debuffs, especially against all those EB’s I fought. In a team, they seem like a big waste of time. Your mileage may vary.

Mu Mastery - I got this pool for one reason, Power Sink. If you get only one patron power on a Rad/Rad this is the one. Endurance concerns will be there as long as you play and a set that has access to two nukes really benefits from power sink. The armour is passable, with good energy resistance being a highlight. The single target hold is nice enough and has become a solid part of my repertoire. My only gripe is I don’t like the concept of Patron Powers and would have been happier with an APP style Electricity or Power mastery pool.

Mace Mastery – I nearly took mace mastery, and it is still a good option. The shield is probably the best option for a Rad/Rad as it is defence based. The AOE immobilise is a great power and it has a good hold as well. Power sink and concept made me go with Mu over Mace although I know if I had gone with Mace I wouldn’t have been disappointed.

Soul Mastery – It does have the prettiest hold in the game with Soul Storm and the armour is passable. Soul Drain seems like it could be useful, but as the set is very similar to Mu mastery, just with Soul Drain instead of Power Sink the choice was obvious to me.

Leviathan Mastery – As a concept player I find it hard to deal with fish mastery. I just cannot get a concept that says “Yes! Fish summoning”. Probably the worst of the four armours as the special resist is Cold which is rather uncommon, especially compared to Energy. The Immobilise and the Hold seem stock standard….. asides from the fish motif. *rant on* SERIOUSLY! FISH POWERS? WTF? WE LOST OUT ON POWER MASTERY FOR FISH POWERS! *rant off*


Crime of Fashion Level 50 Rad/Rad Corrupter
My Toons
My Rad/Rad Corrupters Guide
Mindscape - Reworking

 

Posted

well said! i must say that you kept it clear and simple for us people who like to say "Why this" all the time.

Of course i have to be critical or else someone will call me a sissy and take my lunch money

Mutation has a benefit that combining inspirations doesn't; you can use it in combat and the resurrectee doesn't have to hurry about being automatically killed by a random AoE to his poor 10% hp (or whatever it will be from a wakie). They can just get up and continue to support the group. I have had this happen to me many times when i believed that ressurecting in combat would help my allies but didnt because i felt like laying down agian and tasting dirt. (woe is me)

But i have to admit mutation isn't as useful as it once was and is still completely skippable, just thought id give the positives of taking it.

P.S. fallout is l33t


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

I agree that combat resurrection powers like Mutation have their place, but I just don't have the power options in my build at the moment.

When dual specs come out, I will look at the power again. Also when dual builds come out im joing the fallout club, at least to try it out.


Crime of Fashion Level 50 Rad/Rad Corrupter
My Toons
My Rad/Rad Corrupters Guide
Mindscape - Reworking

 

Posted

Heres the build I have currently, Its mainly for solo play but helps out on teams. I dont have all the purples yet, im about 65% of the way with three full sets. Just holding off until issue 13 before sinking more inf into the build.

Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/

Crime of Fashion: Level 50 Science Corruptor
Primary Power Set: Radiation Blast
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
------------
Level 1: X-Ray Beam Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(3), Apoc-Acc/Rchg:50(5), Apoc-Dmg/EndRdx:50(13), Apoc-Dam%:50(33), LdyGrey-%Dam:50(43)
Level 1: Radiant Aura Numna-Heal/Rchg:50(A), Numna-Heal:50(9), Mrcl-Heal/EndRdx/Rchg:40(15)
Level 2: Irradiate Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(3), Armgdn-Acc/Rchg:50(7), Armgdn-Dmg/EndRdx:50(15), Armgdn-Dam%:50(25), Achilles-ResDeb%:20(42)
Level 4: Radiation Infection DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/EndRdx:50(5), DarkWD-ToHitdeb/Rchg/EndRdx:50(11), DarkWD-Slow%:50(17), LdyGrey-%Dam:50(33), Achilles-ResDeb%:20(34)
Level 6: Electron Haze Posi-Acc/Dmg:50(A), Posi-Dmg/Rng:50(7), Posi-Dmg/Rchg:50(9), Posi-Acc/Dmg/EndRdx:50(13), Posi-Dam%:50(37), LdyGrey-%Dam:50(43)
Level 8: Swift Run-I:50(A)
Level 10: Accelerate Metabolism P'Shift-EndMod/Rchg:50(A), RechRdx-I:50(11), RechRdx-I:50(34)
Level 12: Combat Jumping LkGmblr-Rchg+:50(A)
Level 14: Health Numna-Regen/Rcvry+:50(A), Numna-Heal:50(33)
Level 16: Enervating Field EndRdx-I:50(A), EndRdx-I:50(17)
Level 18: Cosmic Burst Amaze-Stun/Rchg:50(A), Amaze-Acc/Stun/Rchg:50(19), Amaze-Acc/Rchg:50(19), Amaze-EndRdx/Stun:50(21), Amaze-ToHitDeb%:50(23), Dmg-I:50(37)
Level 20: Stamina P'Shift-EndMod:50(A), P'Shift-End%:50(21), EndMod-I:50(23)
Level 22: Super Jump Jump-I:50(A)
Level 24: Lingering Radiation P'ngTtl-Acc/Slow:50(A), P'ngTtl-EndRdx/Rchg/Slow:50(25), P'ngTtl-Acc/EndRdx:50(39), P'ngTtl-Rng/Slow:50(40)
Level 26: Neutron Bomb Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(27), Ragnrk-Acc/Rchg:50(27), Ragnrk-Dmg/EndRdx:50(31), Ragnrk-Knock%:50(43), LdyGrey-%Dam:50(45)
Level 28: Choking Cloud G'Wdw-EndRdx/Hold:50(A), EoCur-EndRdx/Hold:50(29), NrncSD-EndRdx/Hold:30(29), NrncSD-Dam%:30(31), G'Wdw-Dam%:50(34), UbrkCons-Dam%:50(50)
Level 30: Hasten RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(50)
Level 32: Acrobatics EndRdx-I:50(A)
Level 35: Proton Volley Mantic-Dam%:50(A), Mantic-Acc/Dmg:50(36), Mantic-Dmg/EndRdx:50(36), Mantic-Dmg/EndRdx/Rchg:50(36), Mantic-Dmg/ActRdx/Rchg:50(37)
Level 38: EM Pulse G'Wdw-Acc/Hold/Rchg:50(A), G'Wdw-Acc/Rchg:50(39), EoCur-Acc/Rchg:50(39), EoCur-Acc/Hold/Rchg:50(40), Hold-I:50(40)
Level 41: Power Sink P'Shift-EndMod/Acc:50(A), P'Shift-EndMod/Rchg:50(42), P'Shift-EndMod/Acc/Rchg:50(42), P'Shift-Acc/Rchg:50(48)
Level 44: Electric Shackles UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(45), UbrkCons-Acc/Hold/Rchg:50(45), UbrkCons-Acc/Rchg:50(46), UbrkCons-EndRdx/Hold:50(46), Dev'n-Hold%:50(46)
Level 47: Charged Armor TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam:50(48), TtmC'tng-EndRdx:50(48)
Level 49: Assault EndRdx-I:50(A), EndRdx-I:50(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Clrty-Stlth:50(A)
Level 2: Rest Empty(A)
Level 1: Scourge
------------
Set Bonus Totals:
7% DamageBuff(Smashing)
7% DamageBuff(Lethal)
7% DamageBuff(Fire)
7% DamageBuff(Cold)
7% DamageBuff(Energy)
7% DamageBuff(Negative)
7% DamageBuff(Toxic)
7% DamageBuff(Psionic)
0.95% Defense(Energy)
0.95% Defense(Negative)
12.5% Enhancement(JumpSpeed)
12.5% Enhancement(JumpHeight)
12.5% Enhancement(RunSpeed)
12.5% Enhancement(FlySpeed)
78% Enhancement(Accuracy)
76.3% Enhancement(RechargeTime)
84.3 HP (7.87%) HitPoints
MezResist(Immobilize) 2.2%
MezResist(Sleep) 4.95%
MezResist(Terrorized) 1.65%
23.5% (0.39 End/sec) Recovery
52% (2.33 HP/sec) Regeneration
11.7% Resistance(Fire)
11.7% Resistance(Cold)
10% RunSpeed



------------
Set Bonuses:
Apocalypse
(X-Ray Beam)
16% (0.72 HP/sec) Regeneration
32.1 HP (3%) HitPoints
4% DamageBuff(All)
10% Enhancement(RechargeTime)


Numina's Convalescence
(Radiant Aura)
12% (0.54 HP/sec) Regeneration


Armageddon
(Irradiate)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)


Dark Watcher's Despair
(Radiation Infection)
16.1 HP (1.5%) HitPoints
2.5% (0.04 End/sec) Recovery
5% Enhancement(RechargeTime)


Positron's Blast
(Electron Haze)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)


Luck of the Gambler
(Combat Jumping)
7.5% Enhancement(RechargeTime)


Numina's Convalescence
(Health)
12% (0.54 HP/sec) Regeneration


Absolute Amazement
(Cosmic Burst)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)


Performance Shifter
(Stamina)
5% Enhancement(Movement)


Pacing of the Turtle
(Lingering Radiation)
MezResist(Sleep) 2.75%
2.5% Enhancement(Slow)
9% Enhancement(Accuracy)


Ragnarok
(Neutron Bomb)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)


Ghost Widow's Embrace
(Choking Cloud)
5% RunSpeed


Neuronic Shutdown
(Choking Cloud)
MezResist(Immobilize) 2.2%


Sting of the Manticore
(Proton Volley)
12% (0.54 HP/sec) Regeneration
0.95% Defense(Energy,Negative)
3% DamageBuff(All)
7.5% Enhancement(RechargeTime)


Ghost Widow's Embrace
(EM Pulse)
5% RunSpeed


Essence of Curare
(EM Pulse)
MezResist(Terrorized) 1.65%


Performance Shifter
(Power Sink)
5% Enhancement(Movement)
20.1 HP (1.87%) HitPoints
2.5% (0.04 End/sec) Recovery


Unbreakable Constraint
(Electric Shackles)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)


Titanium Coating
(Charged Armor)
MezResist(Sleep) 2.2%
16.1 HP (1.5%) HitPoints






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Crime of Fashion Level 50 Rad/Rad Corrupter
My Toons
My Rad/Rad Corrupters Guide
Mindscape - Reworking

 

Posted

The Vengeance, Fallout, and Mutate is a beautiful thing when you can pull it off (the toon dies outside the group or the toon uses a wakie or someone else rez'ed them before you can). but when you do pull it off it's awesome!

This is better when playing with PUGs since it seems like PUG teams die more than SG/Coalition teams.

On a LRSF where the Heroes usually kill someone you'll get some use out of it.

It would have been better if someone with Self Destruction could be used...


 

Posted

On paper that combo looks awesome.

When i do my 2nd team build after issue 13 I will be including Fallout and Vengeance to give it a go. The above build is really for solo play and maximizes survivability through heavy mezzing and some defenses.


Crime of Fashion Level 50 Rad/Rad Corrupter
My Toons
My Rad/Rad Corrupters Guide
Mindscape - Reworking

 

Posted

This is the 2nd build ill start on for teams after issue 13. No purples and expensive IOs but one I could afford at current prices to kit out from scratch today. This would evolve over time of course to include purples and IOs, and while I have a reasonable amount of cash, purpling two builds is a little out of my budget.

Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/

Crime of fashion 2: Level 50 Science Corruptor
Primary Power Set: Radiation Blast
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
------------
Level 1: Neutrino Bolt Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(3), Dev'n-Hold%:50(15), Achilles-ResDeb%:20(40)
Level 1: Radiant Aura Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(5), Numna-Heal/Rchg:50(11), Numna-Heal/EndRdx/Rchg:50(13), Numna-Heal:50(17)
Level 2: Irradiate Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(3), Sciroc-Dmg/Rchg:50(7), Sciroc-Acc/Dmg/EndRdx:50(15), Achilles-ResDeb%:20(34), Sciroc-Dam%:50(50)
Level 4: Radiation Infection DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/Rchg:50(5), DarkWD-ToHitDeb/EndRdx:50(11), DarkWD-ToHitdeb/Rchg/EndRdx:50(25), Achilles-ResDeb%:20(31), DefEgo-RecDeb%:20(37)
Level 6: Accelerate Metabolism P'Shift-EndMod/Rchg:50(A), Efficacy-EndMod/Rchg:50(7), P'Shift-EndMod/Acc/Rchg:50(27), Efficacy-EndMod/Acc/Rchg:50(40)
Level 8: Electron Haze Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(9), Posi-Acc/Dmg/EndRdx:50(9), Posi-Dmg/Rng:50(17), Posi-Dam%:50(43), Achilles-ResDeb%:20(43)
Level 10: Swift Run-I:50(A)
Level 12: Enervating Field EndRdx-I:50(A), EndRdx-I:50(13)
Level 14: Health Heal-I:50(A), Heal-I:50(34)
Level 16: Mutation RechRdx-I:50(A), RechRdx-I:50(48)
Level 18: Cosmic Burst Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(19), Stpfy-Acc/EndRdx:50(19), Stpfy-Stun/Rng:50(21), Dmg-I:50(25), Stpfy-Acc/Stun/Rchg:50(46)
Level 20: Stamina EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(23)
Level 22: Lingering Radiation P'ngTtl-Acc/Slow:50(A), P'ngTtl-Acc/EndRdx:50(23), P'ngTtl-EndRdx/Rchg/Slow:50(31), P'ngTtl-Rng/Slow:50(46)
Level 24: Hasten RechRdx-I:50(A), RechRdx-I:50(46), RechRdx-I:50(50)
Level 26: Neutron Bomb Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(27), Posi-Dmg/Rchg:50(29), Posi-Acc/Dmg/EndRdx:50(29), Posi-Dam%:50(31), Achilles-ResDeb%:20(43)
Level 28: Super Speed Run-I:50(A)
Level 30: Assault EndRdx-I:50(A), EndRdx-I:50(36)
Level 32: Atomic Blast Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(33), Sciroc-Dmg/Rchg:50(33), Sciroc-Acc/Rchg:50(33), Sciroc-Acc/Dmg/EndRdx:50(34)
Level 35: Fallout Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(36), Posi-Dmg/Rchg:50(36), Posi-Dmg/Rng:50(37), Posi-Acc/Dmg/EndRdx:50(37)
Level 38: EM Pulse G'Wdw-Acc/Rchg:50(A), G'Wdw-Acc/Hold/Rchg:50(39), EoCur-Acc/Hold:50(39), Hold-I:50(39), RechRdx-I:50(40), G'Wdw-Dam%:30(50)
Level 41: Power Sink P'Shift-EndMod/Acc/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(42), P'Shift-EndMod/Rchg:50(42), P'Shift-EndMod:50(42)
Level 44: Tactics GSFC-ToHit:50(A), GSFC-ToHit/EndRdx:50(45), GSFC-ToHit/Rchg/EndRdx:50(45), GSFC-Build%:50(45), EndRdx-I:50(48)
Level 47: Vengeance LkGmblr-Def:50(A), LkGmblr-Def/Rchg:50(48)
Level 49: Aim RechRdx-I:50(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Scourge
------------
Set Bonus Totals:
6.25% Defense(AoE)
17.5% Enhancement(JumpSpeed)
30% Enhancement(RechargeTime)
17.5% Enhancement(JumpHeight)
3% Enhancement(Stun)
17.5% Enhancement(RunSpeed)
17.5% Enhancement(FlySpeed)
6% Enhancement(Heal)
45% Enhancement(Accuracy)
128.5 HP (12%) HitPoints
MezResist(Held) 3.3%
MezResist(Sleep) 2.75%
14.5% (0.24 End/sec) Recovery
42% (1.88 HP/sec) Regeneration
4.73% Resistance(Fire)
4.73% Resistance(Cold)
6.25% Resistance(Negative)
5% RunSpeed



------------
Set Bonuses:
Thunderstrike
(Neutrino Bolt)
2% (0.03 End/sec) Recovery


Numina's Convalescence
(Radiant Aura)
12% (0.54 HP/sec) Regeneration
20.1 HP (1.87%) HitPoints
6% Enhancement(Heal)
MezResist(Held) 3.3%


Scirocco's Dervish
(Irradiate)
10% (0.45 HP/sec) Regeneration
3.13% Resistance(Negative)
9% Enhancement(Accuracy)
3.13% Defense(AoE)


Dark Watcher's Despair
(Radiation Infection)
16.1 HP (1.5%) HitPoints
2.5% (0.04 End/sec) Recovery
5% Enhancement(RechargeTime)


Performance Shifter
(Accelerate Metabolism)
5% Enhancement(Movement)


Efficacy Adaptor
(Accelerate Metabolism)
12 HP (1.12%) HitPoints


Positron's Blast
(Electron Haze)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)


Stupefy
(Cosmic Burst)
2.5% (0.04 End/sec) Recovery
20.1 HP (1.87%) HitPoints
3% Enhancement(Stun)
6.25% Enhancement(RechargeTime)


Pacing of the Turtle
(Lingering Radiation)
MezResist(Sleep) 2.75%
2.5% Enhancement(Slow)
9% Enhancement(Accuracy)


Positron's Blast
(Neutron Bomb)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)


Scirocco's Dervish
(Atomic Blast)
10% (0.45 HP/sec) Regeneration
3.13% Resistance(Negative)
9% Enhancement(Accuracy)
3.13% Defense(AoE)


Positron's Blast
(Fallout)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
6.25% Enhancement(RechargeTime)


Ghost Widow's Embrace
(EM Pulse)
5% RunSpeed
20.1 HP (1.87%) HitPoints


Performance Shifter
(Power Sink)
5% Enhancement(Movement)
20.1 HP (1.87%) HitPoints


Gaussian's Synchronized Fire-Control
(Tactics)
5% Enhancement(Movement)
20.1 HP (1.87%) HitPoints
2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)


Luck of the Gambler
(Vengeance)
10% (0.45 HP/sec) Regeneration






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Crime of Fashion Level 50 Rad/Rad Corrupter
My Toons
My Rad/Rad Corrupters Guide
Mindscape - Reworking

 

Posted

Beautifully written guide, thank you for taking the time to write it.

I am having a lot of fun with my rad/rad corr right now. Such a wide variety of playstyles availble. Last night I was in an uncharacteristic "nuke-em" mode.

Due to some endurance issues, I was originally thinking Conserve Power/Power Sink. However after last night Soul Drain/Power Boost looks very tempting (if I can squeeze in aim too ...). I can even see how Web Envelope might be handy.

I was wondering if you had any further thoughts on the epic pools?





SAVE CoX info:
Titan Network efforts
Saving CoX events/FB info

 

Posted

I need to revist this guide in relation to the new epic pools at some point. So many more options after GR


Crime of Fashion Level 50 Rad/Rad Corrupter
My Toons
My Rad/Rad Corrupters Guide
Mindscape - Reworking

 

Posted

Quote:
Originally Posted by Crime_of_Fashion View Post
I need to revist this guide in relation to the new epic pools at some point. So many more options after GR
Indeed, more specifically in regards to the softcap aso would be much apreciated.

thanks again for your guide


 

Posted

Quote:
Originally Posted by Shadow Wail View Post
Does Fallout work with Self Destruct?
No; Self Destruct doesn't leave a body, so Vengeance, Fallout, and Mutation are all useless at that point.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers