Those of you who are trying Rad Blasters on test...
Rad/Fire is a beast, Irradiate, Combutsion, then FSC kills LTs without BU but so far that is low levels can't wait to get it higher.
"Yes, winning all the time can be boring."
-Knight_Chill
"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."
-Spiritchaser speaking on Dom Revamp
Archery encourages you to obliterate from 40+feet away. Archery gets its big hitter at lvl 6 and it can be fired from 80 feet.
Electric has similar issues early, but it gets a great ranged AoE early (ok, so does Rad, but Irradiate is so shiny), so it does not have to get into the baddies faces, although SC can encourage that behavior (I think I am hopelessly in love with PBAoEs). I have gotten good use out of SC in the early levels, but only when teamed. SC also used to drain spawns by itself, so the set was designed with massive mitigation early, and has never been compensated for losing that advantage. So, yeah, Electric has issues too. Rad tells you at lvl 2 to run into the middle of the spawn, its where blasters belong! Its different for a defender who has a primary dedicated to mitigation. I truly believe Rad needs something, but since I will usually play with a tanker and a few defenders, I will be perfectly content if it is decided that Rad is more a teaming set, get your mitigation from teammates. I am just gald I had decided to go with Hasten in my Rad/Fire build, that will alleviate the 4 and 8 second recharge issue eventually. |
And I probably won't be teaming with a tanker and a few defenders, so if I have an AoE at low levels, I prefer it to be something ranged. I can work around it, because I do know when to go into melee and when to just plain not use Irradiate, but newbie Blasters might not get that for at least a little bit of time - the learning curve for a Rad Blaster will be slightly different. Not that there's anything wrong with that...
Altoholic - but a Blaster at Heart!
Originally Posted by SpyralPegacyon
"You gave us a world where we could fly. I can't thank you enough for that."
hmm how many procs can i fit into my upcoming rad/fire buzzaw
Anyone with a Rad/EM get to 40? Was curious how some of EMs power enhancers work with Rad. Haven't had any time to futz with it on test, but from what I have done with a Rad Blast Defender, the PvP aspect intrigues the heck out of me.
"You sir, have never been in a hammer fight, that much is clear."
-Blast_Chamber
*yeah, I quoted myself.
My Rad/EM Is a monster on test, even with the 4/8. I plan on slotting him for recharge either way, and I could probably get the recharge down to about 1.5 or less sec on Neutrino Bolt and fill it with procs.
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However, it was the prospect of not needing a heap of IO's and/or other recharge that made rad so appealing when combined with all the procs you can stick into neutrino.
Neutrino does enough damage now and recharges slow enough that you benefit from fully enhancing the damage and greatly improving the recharge through slots. This means only extreme builds have the opportunity to jam it full of procs while still maximizing the power.
It's fine I guess. Just not what some of us were expecting or at least hoping for.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
An under-the-radar combination that could work well would be rad / electric. Lightning field meshes nicely with irradiate. Stacked with the already healthy AOE potential of rad, that could be a nice fit. And, it would be nice to nuke, pop a blue, refill end, and then put a second hold on a boss that survived the nuke. Heavy-hitting electric blaps mesh nicely with relatively heavy hitting single target ranged attacks that recharge slowly.
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"Yes, winning all the time can be boring."
-Knight_Chill
"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."
-Spiritchaser speaking on Dom Revamp
The problem with Blazing Aura is that it only has a 7ft range.
Hot Feet doesn't come into play until 38.
I predict future happiness for Americans if they can prevent the government from wasting the labors of the people under the pretense of taking care of them.
Thomas Jefferson
An under-the-radar combination that could work well would be rad / electric. Lightning field meshes nicely with irradiate. Stacked with the already healthy AOE potential of rad, that could be a nice fit. And, it would be nice to nuke, pop a blue, refill end, and then put a second hold on a boss that survived the nuke. Heavy-hitting electric blaps mesh nicely with relatively heavy hitting single target ranged attacks that recharge slowly.
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I'm not a blapper, I hate blapping -- but I've become a Rad/Elec blapper. The Rad/ set just seems to work so much better in blapping range. /MM wasn't providing enough mitagation. Thunder Strike's AOE knockdown makes all the difference . Add to that Thunderclap for a panic button. Irradiate combined with Lightning Field is not all that shabby, either. And Havoc Punch provides the ST knockback mitagation that TK Thrust did -- only with damage tacked on.
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Any chance the debuff durations also got increased to be on par with other 4s/8s blasts? Or did the debuffs get forgotten about again? (Mental Blast, I'm looking at you)
It's minor, but having X-Ray Beam #2 and Neutrino Bolt #2 a little more likely to hit thanks to X-Ray Beam #1 and Neutrino Bolt #1 hitting is part of the set's charm.
I seldom see mention of this but what about Rad/Ice? Ice is not a very damaging set but it is a mitigation beast.
Ice gets Chilling Embrace which provides some nice -Dam, -rech.
You also get a PBAOE knockdown in Ice Patch for some good mitigation.
Shiver is a good slow with very generous -rech.
Add in the 2 melee attacks (which have some -rech/slow)
I know Ice doesn't do lots of damage and that is why (I'm guessing here) the secondary isn't as popular. I think it rates just above /Devices for secondaries.
I'm thinking Rad/Fire too. All damage, all AoE, all IN UR FACE! Probably a pain to solo but in teams... oh baby. I've always wondered what an AoE blapper is like, besides often dead. Force Mastery for PFF would seem like the way to go with this one.
Hey ipso, if you do get a chance to test your blaster give a shout about how it played. I've been curious about this pairing. I have no experience with /ice out of all the blaster secondaries and would love to know how they mesh.
Like being that rare combo, that makes people go "Hey I gotta try that!!"
I'm thinking of trying the combo myself. Below is a Rad/Ice/Cold that I put together. It may not fit everyone's preferences or be entirely min/maxed, but I'm satisfied with it, and it may give you some ideas, Sagamemnon.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Ice Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: X-Ray Beam -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Chilblain -- Enf'dOp-Immob/Rng(A), Enf'dOp-EndRdx/Immob(50), Enf'dOp-Acc/EndRdx(50), Enf'dOp-Acc/Immob/Rchg(50)
Level 2: Neutrino Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 6: Electron Haze -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(15), KinCrsh-Rchg/KB(17), KinCrsh-Rechg/EndRdx(17), KinCrsh-Dmg/EndRdx/KB(19), KinCrsh-Acc/Dmg/KB(19)
Level 8: Irradiate -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(21), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(23), Achilles-ResDeb%(23)
Level 10: Chilling Embrace -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(25), P'ngTtl-Acc/EndRdx(25), P'ngTtl-Rng/Slow(27), P'ngTtl-EndRdx/Rchg/Slow(27), P'ngTtl--Rchg%(29)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
Level 22: Cosmic Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
Level 24: Ice Patch -- EndRdx-I(A)
Level 26: Aim -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34)
Level 28: Build Up -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36)
Level 30: Neutron Bomb -- Posi-Dam%(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37)
Level 32: Atomic Blast -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 35: Freezing Touch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Lock-%Hold(42)
Level 38: Frozen Aura -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(43), CSndmn-Acc/EndRdx(43), CSndmn-Acc/Sleep/Rchg(43), CSndmn-Heal%(45)
Level 41: Flash Freeze -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(45), CSndmn-Acc/EndRdx(45), CSndmn-Sleep/Rng(46), CSndmn-Acc/Sleep/Rchg(46)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(48), S'fstPrt-ResDam/Def+(48)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Hasten -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
You're thinking Animation times. We're talking Recharge times. Different horses. Animation times for Neutrino and X-Ray are completely untouched. They are exactly what Defenders/Corruptors have.
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize