Group Friendly Rad/Rad?


DodgerTA

 

Posted

Hi. Looking for tips on a group friendly Rad/Rad build. I like the buffing/debuffing aspect of the powers, not the "I want to DPS" side.

Just looking for general tips of slotting and power selection, thanks!


 

Posted

First let me emphasize that the Rad/rad defender makes very good use for the dual builds.

Primaries: Radiant Aura, Radiation Infection, Accelerated Metabolism, Lingering Radiation, Choking Cloud, Enervating Field, EM Pulse are all good teaming powers.

The Fallout, Vengeance, Mutation sequence is very good for the PuG experience.

Radiation blast secondary has a nice mixed bag. The outstanding ones are Neutrino bolt for the proc goodness, irradiate for good defense debuffing, and cosmic burst for solid burst damage + stun. I like neutron bomb and atomic blast, too. Atomic blast has a very nice secondary hold effect for any survivors.

I think Hasten is like hand in glove with Accelerated Metabolism. I like two ways of progressing against foes: the radiation infection toggle pull around a corner to a tasty debuff zone, and the immediate TP into the group running choking cloud and brining groups under control, especially with tanker/aggro holder teammates.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

[ QUOTE ]
Looking for tips on a group friendly Rad/Rad build. I like the buffing/debuffing aspect of the powers, not the "I want to DPS" side.

[/ QUOTE ]
1) With Rad/Rad, there's not much difference between a solo friendly build and a team friendly build.

2) DPS is also team friendly.

Anyway, Radiation Infection is going to be your best power at the lowest levels. Anything caught within its radius is basically no longer a threat. Slot for extra -tohit debuff to give +1s and +2s the same treatment. Once you've got your defense covered (thanks to RI), you're very much free to experiment.

Irradiate's ok. It's safe thanks to its very fast animation time, and the fact that the DoT nature seems to delay aggro against you. It's also an ok contributor to DPS because of that animation time. But for serious area damage, Electron Haze is the way to go (slot for range for more coverage), and for serious area -defense debuffing, Neutron Bomb is the way to go (Irradiate's defense debuff is usually overkill, Bomb brings much-handier duration and stacking).

Achilles' Heel proc makes your secondary even more team friendly. Don't let what "pure healer" snobs say about defender secondaries get in the way of spamming those support blasts.


 

Posted

What they said.

Also, for a team-friendly Rad, you can be anywhere, but your sweet spot is always going to be in melee (in the middle of your debuff clouds). While Electron Haze does better damage than Irradiate or Neutron Bomb, its long activation time and the need to exit the group to aim cones makes it slightly annoying. That, and it may or may not knockback some foes; often the one it knocks back will be your toggle anchor.

Achilles Heel proc is really, really nice in Irradiate and Neutron Bomb. In a group, it is likely to affect one if not more of your foes with every cast. If you can spare the slots, put one in Radiation Infection too, for repeated stacking goodness!

I HIGHLY suggest slotting out Choking Cloud (2 EndRdx, 2 Hold, Lockdown End/Hold/Rech, Lockdown Proc). With this slotting, almost everything around you will be held almost 100% of the time, especially with your toggles running. It's part of the 1.2.3.4 defensive suite you have in Radiation Infection, Enervating Field, Choking Cloud, Lingering Rad. Anything that can still hurt you after applying these four powers... deserves to!


 

Posted

While I understand that, yes, "MORE DAMAGE" = group support, in it's roundabout way...I don't like pushing buttons to see damage numbers! I like pushing buttons that make my TEAMMATES see damage numbers! That's all I meant.

Are the Leadership powers a good choice for Rad/Rad Defender?


 

Posted

I usually end up taking soem Leadership powers on my Defenders because the bonuses are better than for any other archetype.

Assault isn't a bad choice, since +Damage and -Res sort of multiply each others effects.

Manouvers is either overkill or effectively capping your team's defence when Radiation Infection is running.

Tactics will basically provide +Perception for Arachnos missions. You have a powerful autohit -Def toggle and big additional -Def in you attacks, (-37.5% Def in Irradiate!) so no-one should need the +To Hit.

Vengeance is the best fit for Fallout-Vengeance-Mutate, but requires two of these three. I'd suggest skipping Manouvers and keeping Tactics handy as a panic power for when you need the Perception boost.

The problem with all the Leadership powers is that they chew up more END. If you're running Choking Cloud and both enemy toggles and a couple of Leadership toggles on top, you'll be in danger of running low pretty easily, even with Stamina and Accelerate Metabolism.


 

Posted

Enervating Field and Accelerate Metabolism are the most direct ways of boosting your teammate's damage. They also have nice situational side effects -- EF is your best defense against GMs and AVs, and AM gives some resistance to a variety of annoyances: slows, end drain, and mezzes.

Also, don't let the fact that Fallout has big damage attached sway your decision too much. It's also a big nasty debuff.


 

Posted

I must admit, even though I feel a bit late in posting, this thread has been in the back of my mind for a couple of days. I play as a Radiation/Electricity with the Leadership pool, so I think I might have something worthwhile to share.
There isn't actually a lot of difference between a solo-build radiation and a group-build radiation. What really tends to make the difference is group awareness.

Accelerate Metabolism (with Hasten) is very infamous for turning Defenders into Blasters for the two minutes it is up between the speed boost, damage boost, and endurance recovery. However it also does a good job of turning Tankers into Scrappers and really super-charging the DPS of actual Blasters and Scrappers. The hard part is actually going to be getting the team to gather every 3 minutes or so for the buff, as they need to be pretty close to you when you trigger it to be affected. So a lot of other Radiation users I've met have a macro that announces something to the effect of "Gather for buffs."

Radiation Infection from a Defender will debuff To-Hit up to 48.75% with 3 slots of SO or IO enhancements. But the soft-cap gets hits at 45%. Any actual defense on top of that is wasted, according to theory. In practice, however, your team is only defended against your Infection anchor and those enemies within 15 feet of that anchor. So if something gets knocked out of the zone, runs away, or if the group simply started spread out enough, then you are going to have enemies at their full accuracy unless your team has some actual defense. Maneuvers in these cases is good insurance. But honestly, people probably aren't going to notice if you turn Maneuvers off to conserve stamina.

Assault is actually very good. From a Defender, Assault gives an 18.75% bonus to damage at a cost of 0.39 endurance per second (Eps). The damage isn't buffable, but the endurance cost can be reduced, 3 endurance reducers can bring it down to 0.20 Eps. Since this gives extra damage to the whole team, there isn't an excuse not to keep it running if you have it. Yes, this does stack well with Accelerate Metabolism and Enervating Field.

Unless you want the extra team perception for some reason (PvP or a smoke-bomb countermeasure) it is not worth taking tactics as a Radiation Defender. Your Radiation Infection gives a -25% to the targets Defense even unbuffed, not to mention what your Radiation Blast set is doing. Your team is going to be hitting the other soft-cap at 95% to-hit either way. So tactics really only gets your team extra perception and not much else. But this only applies to Radiation Defenders. I would expect other Defenders to take it and love it.

I do hope this helps.


 

Posted

a solo Rad/Rad build and team Rad/Rad build are like 95% identical. It really only comes down to did you pick up Mutation or Fallout or any leadership powers or if you went for more solo friendly pool/epic/blast powers.


 

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Gonna throw one of my doubts in here too, as I play a Rad/Rad... And what about the Epic pool?
I´m starting to think Psychic is the best idea, but am not yet sure... I´ve played Energy but was not completely satisfied. What you guys think?


"Looks can be deceiving" - Statesman (in Memoriam)

 

Posted

My rad/rad just hit 41 and I've been trying to decide on what epic pool to take. Here are my thoughts:

<ul type="square">[*]Dark- Nice synergy here; Oppressive gloom to stack with Cosmic Burst and knock out those minions that Choking Cloud misses. Dark Consumption could be very useful since this can be a very end intensive build, but the recharge sucks. Soul Drain is great and you'll already be in melee for Choking Cloud[*]Electric- It has Power Sink, which is wayyy better than Dark Consumption, but you have to wait until lvl47. Thunder Strike is fun and stacks stun with Cosmic Burst, but the knockback messes up Choking Cloud. Also has a hold to stack with choking cloud.[*]Power- It has Conserve Power instead of a recovery power, which is quite useful, but the base recharge is 10 minutes! Power Build Up is likely pretty awesome for EM Pulse, Radiant Aura, and a couple of buffs/debuffs. Total focus is stackable with cosmic burst.[*]Psychic- A hold to stack with Choking Cloud, an aoe sleep to set up your "1.2.3.4 defensive suite" before waking enemies with attacks. Sounds pretty nice since it prevents bad alphas. You also get World of Confusion, which doesn't stack with anything, but might mix nicely with Choking Cloud and can be slotted heavily with procs! Telekinesis is a great/fun/challenging power, but doesn't synergize with Choking Cloud since it repels enemies (unless you have them cornered...)[/list]Actually, based on my rundown just now, I am leaning toward either Dark or Psy. I really like that Mass Hypnosis idea for setting up your debuffs without painful aggro. You could easily lockdown bosses with Dominate+CC. And I bet you could churn out some mean AoE damage and control by slotting up CC and World of Confusion with damage procs! Imagine 4 damage procs in WoC with acc/end, and 2 damage procs in CC with end/holds and Lockdown: Chance to hold. Tasty!

I still haven't chosen, so I'm curious to see what everyone else has to say about the epics, especially those who have tried Dark or Psy.