Rad / Elec build anyone?


aizono

 

Posted

LF a rad/elec build anyone?


 

Posted

Wow! Someone is willing to try electricity except me? I was beginning to think I was alone.

I think I can help you somewhat, but you're still going to have to make some decisions on your own. What I am posting here is a Mid's record of where my own main character is at currently. To be completely honest, I made a proper plan, but managed to completely ignore it as I was leveling up by adding slots to whatever I felt needed the most improvement at the time, and just plain forgot to update my file in the Hero Designer. So please ignore the levels by the enhancement slots, for now. As is, it's more of a "respec" build instead of a leveling build.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Nene Misaka: Level 37 Science Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Electrical Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight

Hero Profile:
Level 1: Radiation Infection -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(3), DarkWD-ToHitdeb/Rchg/EndRdx(3)
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(15), Dev'n-Hold%(17)
Level 2: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(5), EndMod-I(7), EndMod-I(7), EndMod-I(9)
Level 4: Radiant Aura -- Heal-I(A), Heal-I(9), Heal-I(11)
Level 6: Maneuvers -- EndRdx-I(A), DefBuff-I(27)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 10: Short Circuit -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc(17), Efficacy-EndMod/Acc/Rchg(19), Efficacy-EndMod/EndRdx(19), Dmg-I(21), Dmg-I(21)
Level 12: Lingering Radiation -- TmpRdns-Acc/Slow(A), RechRdx-I(13)
Level 14: Super Speed -- Run-I(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(36), EndMod-I(37)
Level 22: Ball Lightning -- EnManip-Stun%(A), Posi-Acc/Dmg(23), Posi-Acc/Dmg/EndRdx(23), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Dam%(27)
Level 24: Hover -- EndRdx-I(A), EndRdx-I(37), EndRdx-I(37)
Level 26: Assault -- EndRdx-I(A), EndRdx-I(33), EndRdx-I(34)
Level 28: Tesla Cage -- Para-Acc/Hold/Rchg(A), Para-Acc/Rchg(29), Para-Hold/Rng(29)
Level 30: Lightning Bolt -- Dev'n-Hold%(A), Dev'n-Acc/Dmg/EndRdx/Rchg(31), Thundr-Acc/Dmg(31), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(33)
Level 32: Mutation -- RechRdx(A)
Level 35: Voltaic Sentinel -- Dmg-I(A), Dmg-I(36), Dmg-I(36)
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx(A)
Level 1: Vigilance

I think it shouldn't be too hard to start tweaking this to something you might like. I made some honestly unusual decisions in my build. I have been somewhat debating if I should have taken Enervating Field at 24 or 26 instead of Assault or Hover. But considering I can still take it at 38, I might not use a respec on it. You might notice too that Charged-Bolts was my only single-target attack until level 30, where most others would have taken Lightining Bolt at level 2. Most of my leveling has been on area-effect powers that can tackle up to 16 targets at once, with Haste and Accelerate Metabolism to cut recharge in half. So Lightning Bolt didn't make a lot of sense at low levels. But others might feel differently.

Do you have some questions regarding what I did or why?


 

Posted

That is a terrible build. You skipped EF and EMPulse? You dont get a 2nd attack until lvl 22? With all those toggles pre-stamina, you END is going to drain FAST


This should help. This is more of a userfriendly leveling Build.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Electrical Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Radiant Aura -- Heal-I(A), Heal-I(13), RechRdx-I(19), RechRdx-I(36), EndRdx-I(37), EndRdx-I(37)
Level 1: Charged Bolts -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(15), Dmg-I(29), EndRdx-I(29)
Level 2: Radiation Infection -- ToHitDeb-I(A), ToHitDeb-I(7), DefDeb-I(7), DefDeb-I(43), EndRdx-I(43), EndRdx-I(45)
Level 4: Lightning Bolt -- Acc-I(A), Acc-I(5), Dmg-I(5), Dmg-I(15), Dmg-I(31), EndRdx-I(31)
Level 6: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11), EndMod-I(17), EndMod-I(19)
Level 8: Ball Lightning -- Acc-I(A), Acc-I(9), Dmg-I(9), Dmg-I(13), Dmg-I(21), EndRdx-I(23)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(17)
Level 12: Hover -- DefBuff-I(A)
Level 14: Fly -- Flight-I(A), Flight-I(43), Flight-I(46)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(50)
Level 22: Lingering Radiation -- Acc-I(A), Acc-I(23), Slow-I(46), Slow-I(46)
Level 24: Choking Cloud -- EndRdx-I(A), EndRdx-I(25), EndRdx-I(25)
Level 26: Short Circuit -- Acc-I(A), Dmg-I(27), Dmg-I(27), Dmg-I(31), EndMod-I(36), EndMod-I(36)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(42)
Level 30: Mutation -- RechRdx-I(A)
Level 32: EM Pulse -- Acc-I(A), Acc-I(33), RechRdx-I(33), RechRdx-I(33), RechRdx-I(34), Hold-I(34)
Level 35: Voltaic Sentinel -- Acc-I(A), Dmg-I(37), Dmg-I(39), Dmg-I(40), EndRdx-I(40), RechRdx-I(40)
Level 38: Aim -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Power Build Up -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Thunderous Blast -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), RechRdx-I(50), RechRdx-I(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance





A lot of things can be adjusted to fit your needs. And your playstyle can vary a lot with these two power combos.
If you plan to use Short Circuit a lot, then Choking Cloud will help greatly with DMG mitagation.

With Radiation you always want: RI, EF, LR and AM

EMPulse is just to Awesome to NOT have...a MAG 3 Hold with 44 seconds of hold time (may vary on slotting and use of PBU)

You should take BOTH EF and Assault. Elec isnt the best DMG output set for Defenders you'll need the boost. Combined 48.8% DMG increase.
That increase is for everyone on the team! Thats almost 400% overall dmg :O

Everything is flexible with these two powers depending on if you want to be in the action (SC+CC) or ranged (BL+LR).


 

Posted

Quote:
Originally Posted by BubblegumBomb View Post
That is a terrible build. You skipped EF and EMPulse? You dont get a 2nd attack until lvl 22? With all those toggles pre-stamina, you END is going to drain FAST
It sounds like I need to talk a bit more about my build choices, then.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Nene Misaka: Level 37 Science Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Electrical Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight

Hero Profile:
Level 1: Radiation Infection -- (A)(3)(3)
Level 1: Charged Bolts -- (A)(11)(13)(15)(15)(17)
Level 2: Accelerate Metabolism -- (A)(5)(5)(7)(7)(9)
Level 4: Radiant Aura -- (A)(9)(11)

Up until this point, no power pools are open. So there is no choice about Charged Bolts, and picking 3 of the 5 initial powers from the primary and secondary. RI and AM are signatures of the set, so there was no point putting them off. Radiant Aura could probably have been replaced with Ball Lightning and taken much later. But the healing is really useful to have.

Level 6: Maneuvers -- (A)(27)
Level 8: Hasten -- (A)(34)(34)

Hasten is absolutely necessary for using Accelerate Metabolism. AM's own recharge buff does help it to recharge faster, however the base recharge timer is set over 7 minutes for a 2 minute effect. Considering exactly what AM brings to the field, I consider having Hasten 3-slotted for recharge, and AM 6-slotted for both End-Mod and Recharge by level 22 even more important than having Stamina 3-slotted. However, I opted for both. Given Fitness is taking up the 16-20 power slots, travel power at 14, and other important powers first available at 12 and 10, levels 8 or 6 are the only place I have room to put it in.

Maneuvers so early seems like an odd choice, but there is a reason. Radiation Infection's to-hit debuff is a base 31.25% for defenders. With Dual Origins being used between 12 and 21, 3-slotting for to-hit debuff can bring the total to 40.6% to 46.6% depending on how current the enhancements are. Its way too expensive to replace enhancements every level, so Maneuver's 3.5% defense is a cheap way of flooring the enemy's to-hit chances. It's a survival measure at these levels, but never really respecced out of since it continues to be somewhat useful as insurance against to-hit debuff resistance. Again, the important powers coming in between levels 10 and 20 pretty much force it to be chosen at 6 or 8 in order to be there when it is useful.

Level 10: Short Circuit -- (A)(17)(19)(19)(21)(21)

Second attack power is in at 10, not 22. Short Circuit is weaker than Ball Lightning due to the unfortunately long cast time. However, being close to the enemy is a lot less of an issue as some people make of it, and even unenhanced the huge endurance sapping leaves most lieutenants and bosses gasping for breath on the second hit.

Without an actual tanker on the team, the best way to make sure Radiation Infection actually gets everyone is to pull the whole group around a corner. That will leave everyone in a tight little bunch for RI and everyone's AoE bombs, but likely also leaves the puller, usually me, right there in melee range to the whole debuffed group. With Short Circuit, that is exactly where I want them to be.

Level 12: Lingering Radiation -- (A)(13)

And once they're there, a 75% debuff to their attack speed and a 95% debuff to their movement speed keeps them in place inside the radiation field and makes it much less likely for them to attack before you recast Infection if the anchor does go down first.

Honestly, when I was playing as a corruptor the lack of this one skill in the early levels made the whole experience a lot more frustration than I ever had as a defender.

Level 14: Super Speed -- (A)

It's a travel power. What else is there to say?

Level 16: Swift -- (A)
Level 18: Health -- (A)
Level 20: Stamina -- (A)(36)(37)

This is Stamina and its prerequisites. They're pretty much required.

Level 22: Ball Lightning -- (A)(23)(23)(25)(25)(27)

With Stamina now taking care of endurance issues and Accelerate Metabolism on almost all the time due to the effects of Hasten and itself, the time was right to put in the second AoE attack and slot it up.

Level 24: Hover -- (A)(37)(37)
Level 26: Assault -- (A)(33)(34)

I said earlier that I posted what I had. But here is one point of regret in my own build decision that I have been debating whether it is worth respeccing over or if I should just correct with my level 38 power choice. Enervating Field will fit nicely in here. The reason I passed it up at first is because of endurance issues, frankly. EF is a big endurance hog, so Hover to patch up personal defense and Assault for damage boosting with a lower endurance profile seemed like the natural fit at the time.

Level 28: Tesla Cage -- (A)(29)(29)

Okay, I may not be locking down all the minions in the area for 45 seconds out of every 5 minutes, but I can certainly lock down a boss for up to two minutes. A Mag 3 hold lasting 11 seconds on a 4 second recharge will do that. The only reason I say 2 minutes and not indefinitely is because Hasten and Accelerate do crash for about 30 seconds of recharge after their 2 minutes are up. Even so, I'm draining endurance at the same time. If he does break free, he doesn't have the juice to do much.

Level 30: Lightning Bolt -- (A)(31)(31)(31)(33)(33)
Level 32: Mutation -- (A)

Honestly, at this point, I was running out of useful powers to take. I think I have managed to use Mutation all of twice in my character's lifetime, so that is another candidate for respeccing out of if I ever decide to use one.

Level 35: Voltaic Sentinel -- (A)(36)(36)

Even though he's a bit random and something of an aggro-magnet, Sparky has been quite useful for the extra attack. I wouldn't skip this.

And that's where I am at currently. I'm not perfect, but I really can't consider myself "bad" either based on how I have seen teammates playing, hunting, and working. All those "toggles" pre-stamina certainly didn't kill me. In fact, I was carefully managing endurance the whole way. The big endurance drains in BubblegumBomb's set are Charged Bolts, Lightining Bolts, Enervating Field, and Ball Lightning. He would probably have a much worse time than I did during those low levels, unless her resolved just not to use one or two of those powers until post-stamina.

Here is another possible alternative that might be more practical.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

A practical alternative?: Level 40 Science Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Electrical Blast
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fitness

Hero Profile:
Level 1: Radiation Infection -- ToHitDeb-I(A), ToHitDeb-I(9), ToHitDeb-I(9)
Level 1: Charged Bolts -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(13), EndRdx-I(17), Acc-I(19)
Level 2: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7), EndMod-I(15), EndMod-I(15), EndMod-I(17)
Level 4: Ball Lightning -- Acc-I(A), Dmg-I(5), Dmg-I(5), Dmg-I(13), EndRdx-I(19)
Level 6: Radiant Aura -- Heal-I(A), Heal-I(37), Heal-I(37)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 10: Maneuvers -- EndRdx-I(A), DefBuff-I(40)
Level 12: Lingering Radiation -- Slow-I(A), RechRdx-I(37)
Level 14: Super Speed -- Run-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Short Circuit -- Acc-I(A), Dmg-I(23), Dmg-I(23), RechRdx-I(25), EndMod-I(25), EndMod-I(27)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(27), EndRdx-I(34)
Level 26: Assault -- EndRdx-I(A)
Level 28: Tesla Cage -- Acc-I(A), Hold-I(29), RechRdx-I(29)
Level 30: Lightning Bolt -- Acc-I(A), Dmg-I(31), Dmg-I(31), Dmg-I(31), EndRdx-I(34), Acc-I(36)
Level 32: EM Pulse -- Acc-I(A), Hold-I(33), Hold-I(33), Hold-I(33), EndMod-I(34)
Level 35: Voltaic Sentinel -- Dmg-I(A), Dmg-I(36), Dmg-I(36)
Level 38: Thunderous Blast -- Acc-I(A), Dmg-I(39), Dmg-I(39), Dmg-I(39), EndMod-I(40), Acc-I(40)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance

I'll leave the choice of Epics until you know better what you like. But this way, the second attack, Ball Lightning comes up at 4, and the real endurance drainers don't come into play until after you have your Stamina, Hasten, and Accelerate SO slotted at 22.

There are other possibilities and permutations out there that should work fine, too. Even though the teams I usually get aren't prone to wiping all that often, I find the combination of Mutation, Fallout, and Vengeance to be awfully tempting. Choking Cloud somewhere along the line is also tempting as you can stick two damage procs in there to make it a third PBAoE power, sort of. (Then again, World of Confusion from the Epic pool looks to be loads of fun as a damage-proc platform.)

So many choices, so little space.


 

Posted

SSTingray, your first and second build look very different, I believe the first build somewhat odd power choices is why Bubblegum reacted.

OP: For Radiation emission/Electrical blast, it really helps to know what you're looking to do when making a build. I'm running mine in melee and have done for a long time. Taking that route, early slotting of Choking cloud and Short circuit is adviced - I prefer damage over end reduction in Short circuit , since draining hit points makes them drop faster and a couple of applications will make them dry if they last that long.

For a ranged-oriented build, a couple of slows in Lingering Radiation may be handy to make that effect more apparent against higher level enemies.

If you slot radiation infection properly, radiant aura can be postponed until the 20's. That's how my main is currently built, Radiant Aura at 26 and lots of damage and control before that. There are few things that early hitting hard enough for you to actually *need* it, just between Radiation infection's -Tohit and the -Damage from Enervating field provided enemies aren't drained, slowed and held.

Please elaborate on your preferred playstyle and overall aim with the character, concept for travel power and so on. Makes it easier to put a build suggestion together. SStingray is very much correct on the benefits on Hasten with Accelerate Metabolism (Well, Radiation emission as a whole set since several powers have slow recharge timers). However, I went without it for my concept build and it's very much viable without that particular power.


 

Posted

Quote:
Originally Posted by BubblegumBomb View Post
That is a terrible build. You skipped EF and EMPulse? You dont get a 2nd attack until lvl 22? With all those toggles pre-stamina, you END is going to drain FAST


This should help. This is more of a userfriendly leveling Build.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Electrical Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Radiant Aura -- Heal-I(A), Heal-I(13), RechRdx-I(19), RechRdx-I(36), EndRdx-I(37), EndRdx-I(37)
Level 1: Charged Bolts -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(15), Dmg-I(29), EndRdx-I(29)
Level 2: Radiation Infection -- ToHitDeb-I(A), ToHitDeb-I(7), DefDeb-I(7), DefDeb-I(43), EndRdx-I(43), EndRdx-I(45)
Level 4: Lightning Bolt -- Acc-I(A), Acc-I(5), Dmg-I(5), Dmg-I(15), Dmg-I(31), EndRdx-I(31)
Level 6: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11), EndMod-I(17), EndMod-I(19)
Level 8: Ball Lightning -- Acc-I(A), Acc-I(9), Dmg-I(9), Dmg-I(13), Dmg-I(21), EndRdx-I(23)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(17)
Level 12: Hover -- DefBuff-I(A)
Level 14: Fly -- Flight-I(A), Flight-I(43), Flight-I(46)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(50)
Level 22: Lingering Radiation -- Acc-I(A), Acc-I(23), Slow-I(46), Slow-I(46)
Level 24: Choking Cloud -- EndRdx-I(A), EndRdx-I(25), EndRdx-I(25)
Level 26: Short Circuit -- Acc-I(A), Dmg-I(27), Dmg-I(27), Dmg-I(31), EndMod-I(36), EndMod-I(36)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(42)
Level 30: Mutation -- RechRdx-I(A)
Level 32: EM Pulse -- Acc-I(A), Acc-I(33), RechRdx-I(33), RechRdx-I(33), RechRdx-I(34), Hold-I(34)
Level 35: Voltaic Sentinel -- Acc-I(A), Dmg-I(37), Dmg-I(39), Dmg-I(40), EndRdx-I(40), RechRdx-I(40)
Level 38: Aim -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Power Build Up -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Thunderous Blast -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), RechRdx-I(50), RechRdx-I(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance





A lot of things can be adjusted to fit your needs. And your playstyle can vary a lot with these two power combos.
If you plan to use Short Circuit a lot, then Choking Cloud will help greatly with DMG mitagation.

With Radiation you always want: RI, EF, LR and AM

EMPulse is just to Awesome to NOT have...a MAG 3 Hold with 44 seconds of hold time (may vary on slotting and use of PBU)

You should take BOTH EF and Assault. Elec isnt the best DMG output set for Defenders you'll need the boost. Combined 48.8% DMG increase.
That increase is for everyone on the team! Thats almost 400% overall dmg :O

Everything is flexible with these two powers depending on if you want to be in the action (SC+CC) or ranged (BL+LR).
Thankyou,
Currently at 34, farming to 50, so far loving the build, alot better then my one!