Radiation choice


FireKitty

 

Posted

Approaching lvl24 with my Fire/Rad troller and I have the choice between Enervating Field and Lingering Radiation. I only PvE with this toon.

I have stamina so the Endurance hog of EF should be ok. I already have Radiation Infection slotted with 3x -Acc and 2x -Def and I am impressed with the results. So I am wondering which of these would be best to take next.


 

Posted

Maybe try the defenders forum or look in the guides section as Irradiator has just posted a rad/rad guide.

My only rad experience is Radiation Blast so I can't help you out any further.

G-Force


 

Posted

You go and take EF right now!

Seriously, it's an AoE -res, worth it for that alone, and the -dam in pretty nice too.


 

Posted

I have been on these and the US forums, problem is they are both good

EF is approx a 30% boost in damage (actually a resistance and damage debuff) but requires an anchor. I had thought this is probably the best bet.

But

I teamed with a Rad defender the other night and he opened with Lingering Radiation, the Slow and -recharge were pretty powerful too.

hopefully someone who has used both could give opinions as what to take first, I intend to take them both.


 

Posted

take both!! NOW!

both are essential to the set. Lingering rad is my favourite, purely for its regen scrapper ownage. It is also excellent against AVs as it kills their ability to regen. EF is an excellent power too.

Slotting?

EF - 2 end red
LR - 2 Acc, 3 Rch, 1 slow


 

Posted

So if I want to PvP then LR is slightly better at this lvl and get EF at lvl 26?


 

Posted

I'd really say take EF, LR used to be better but after they nberfed it's recharge and introduced ED, it's power has decreased unlike EF, which is IMO more important now.


 

Posted

I'd go with EF at this point. Slap that on your fire cages and things really start to melt away

On my defender I used x3 end red and x1 rec red to compensate for long and quick battles. You could probably get away with the x2 end red as suggested above for a good few levels.

LR is great too but more situational and the 1 slow, 3 recharge and 2acc is about the best way to slot it.


 

Posted

Just repeating previous posts, but yes, EF (I run it with just 2 endred) is more useful at this point, although try to get LR asap!


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

Get EF. Then LR.

(And hot feet!)


 

Posted

Thanks folks, EF it is. Then LR after.


 

Posted

Firecages + RI + EF + hotfeet = large groups dead (in time)

Fire/rad trollers can lvl very fast.


A Paragon Defender

 

Posted

Forget about LR didnĀ“t found it usefull before the nerf, after ED its one of those powers thats situational.

So stick with EF , and go something else when you can choose LR, think there are enough powers beter then LR either in the main or powerpool.


 

Posted

Better take LR in your 30s since you'll be running into such "situations" (e.g. AVs) a lot in the end-game, and the -regen is very useful. Anyway, that's just my suggestion (although I'm sure you'll listen if you want new SOs )


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

Thanks for all your advice.

Two task forces in two nights, Hess and Moonfire, now lvl 27 (new SO's required soooon boss ).

I now have both LR and EF. I found both really useful against the 3 AV at the end of the TF's I have met recently. Half way to LVL 28 and another difficult choice. I haven't taken much in the way of other pools other than stamina and Super Jump. But what I read about Bonfire and Choking Cloud sets them up as situational powers. I am torn between Acrobatics, Hasten, Bonfire, Choking Cloud.

All could be useful. If I could have had two powers last night it would have been Bonfire and Acrobatics. One to block the tunnels when we were over run and the other to stop me getting knocked back from the councils grenades. I have never used or seen these powers in action (except Hasten) so any advice appreciated (especially about Choking Cloud and Acrobatics).


 

Posted

I can't speak for the other powers, but Acrobatics is always a nice power to have, one of those you don't really notice the difference until you've got it. However, it's an extra toggle to activate if you are mezzed...


 

Posted

I dropped Choking Cloud on Okton since the accuracy is quite low (and can't be enhanced) and it eats up a lot of endurance (is also a toggle). I know some rads like it though. I am thinking of taking Hasten on my fire troller although I don't have it on Okton (might respec into it if I go the PvP way though). I know some people like running Assault/Tactics for their Fire Imps, but I guess it depends on how much you plan to team, and which other powers you want to take in your 30s. Won't be on tonight, but look for Jiaozy, or for me tomorrow night for some well-earned cash

PS Sorry you missed the AV-bashing last night. Promise to organise another one soon


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

I had tactics on my defender and used my last respec to remove it. The other two powers in the pool I even removed from my tray before the respec.

Here is my plan on powers. I love teaming so I doubt if that will change any time soon.

Fire/Rad controller

main powers

Char - single target hold
fire cages - aoe immobilize
Radiation infection - AoE debuff of acc and def. Centred on a target ie anchor
Hot feet - AoE centred on me, slows opponent and damages them slowly
Accelerate Metabolism - buffs me and those nearby for a lot of different things, resists, recharge..
Combat Jumping - good 3d movement and resists knockdown and holds
Super jump - movement power
Swift, health, stamina - all are passives and help my speed, recover health, recover stamina, resist sleep, resist slow.
Radiant Aura - low power PBAoE heal
Flashfire - AoE disorient, good symbiosis with fire cages
Cinders - PBAoE hold, this along with char will hold a boss
Lingering radiation - AoE slow, includes -recharge and -regeneration as well
Enervating Field - Debuff of Dmg and Res, about a 30% boost to damage.

to be taken


Choking cloud - AoE hold can take a while to get everyone.
EMP pulse - must have holds a whole room for ages.
Hasten - quickens all powers recharge. Mainly for Accelerate Metabolism, Char and EMP Pulse.
Bonfire - AoE knockback, situational.
Ring of Fire - AV and boss immobilize
Fire Imps - 3 pets that do fire damage, also mental
Smoke - Causes lack of perception, maybe useful in conjunction with imps.


 

Posted

After reading my own post maybe I would be better with Ring of Fire at 28, Smoke at 30 and Imps at 32.

This would allow the little fellas to run wild without aggroing the entire map when I get them and keep bosses in the debuffs for everyones protection.


 

Posted

From the Fire side, I am planning to skip Ring of Fire and probably Smoke (not sure yet). A single target immob seems a bit of a waste, especially since bosses/AVs will have ranged attacks. I took Mutation which is nice when teaming with squishies, but certainly not a must-have. So looks like you have a great build there!


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

I am really enjoying Fire/Rad I have to say, both primary and secondary have some really nice powers in them. Highly recommend it.


 

Posted

I think the decider for me to get Acrobatics was when I did Hess TF for first time and kept falling off the sides of the robot room (ouch and _very_ bad for me and team).

Playing characters without it (or Hover too I guess) I really notice the difference and wish I had it

I'm a fan of single target immobs, as you can stop runners, position foes better and helps when applying a hold to get it to 'stick' on certain targets. Oh and the AV factor can be a life saver. Don't forget that sometimes the ranged attack is preferable to the smack in the mush move

Should you pick the cloud, then slap x3 end red and at least x2 hold into it or its simply not worth it - adding tactics as discussed elsewhere makes it a whole lot better I'm noticing on a new test build for Radio.