Rad/Rad n00b questions.


Cynic

 

Posted

Hi all, just a couple of quick questions.

I've just hit 12 with my Rad/Rad defender, and I'm loving it. Focusing on Rad Emission as I've mostly been teaming, but I just wondered what powers I should avoid, and which ones I should take asap.

Secondly, whats the difference between RI and EF?

Should one be used on melee mobs, and the other on ranged? Thats my best guess. And can I have them both on at the same time?

Thanks in advance!


 

Posted

Hey! xD

Radiation Infection does -Deff (which can be enhanced via DO's, SO's or IO's) and -ToHit(debuffs there Acc), which can also be enhanced.

Enervating Field does -Dmg and -Res, which cannot be enhanced and have a set number or how much they debuff.

Personally the only Power from Radiation Emission i would not take is Choking Cloud, High Endurance Use and a low 1 Mag Hold; looks great though!

All the rest in Emission are great, however Mutation and Fallout are very situational, still very good though! EM Pulse is a GREAT PBAoE Hold, good Debuff and has special Dmg vs Robots ect; however it will have a -Recovery on your Endurance for a little while.

Radiation Blast is a nice set, Irradiate is a gem (hope you have it) and Cosmic Blast is a fab ST Stun Attack, which decent Dmg. The rest of the powers are ok, will depend on your play style.

Hope this helps! Enjoy your Radiation Defender! xD


 

Posted

Thanks, so are RI and EF both worth taking?


 

Posted

Yes! Very much so! They are your core debuffs and are what make Rad Emission Deffs so dangerous, yet highly useful! Only trick you need to figure is putting the anchor on the right person, so that your debuff lasts throughout the whole fight =D


 

Posted

[ QUOTE ]
Thanks, so are RI and EF both worth taking?

[/ QUOTE ]

Yup, plus Lingering Radiation.


 

Posted

The only power I dont have is Fallout, and that's because I dont have space. If I was anything other than /Rad I wouldn't take choking cloud, but the defence debuff from Iradiate makes it very handy.

EF is costly to run but very useful, worth taking and slotting for end reduction

RI is well worth having. To start with you want the tohit debuffs in it, and suddenly your team survives much better.

Lingering Radiation mostly comes into its own vs Arch Villains so can be taken post 20 in my opinion, but only as late as 22. Its side effect of -regen is actually its main purpose these days


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

I think it has to be said that Proton Volley and X-Ray eyes are two of the coolest looking and sounding powers in the game.


DON'T eat muffins while I'm developing you.

Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!

 

Posted

Thanks guys.

Is it also necessary to take the health pool for the endurance boost?

I seem ok when I'm in a full team, but other than that I need to carry a lot of blues with me.


 

Posted

I'd love to say that with inspirations, vigilance, AM, and careful slotting you can happily run a stamina-less build for Rad/Rad.

But... it'd be tricky. Your two toggles are quite endurance heavy, and you'll be using them a lot. I think I'd plan to include stamina if I made a rad/rad. If you ever intend to take choking cloud, you'll definitely need stamina.


DON'T eat muffins while I'm developing you.

Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!

 

Posted

I'd take Stamina and Choking Cloud


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"