Desi Nova's Ranged radiation blaster Guide


5th_Player

 

Posted

Desi Nova's radiation/Electric Guide.

First off I want to let people know this is primarily a guide to Radiation blasters with a focus on Ranged damage, since I don't have much of an experience with the "blapper" style I won't cover it.

Slotting Recomendations are based on SO's/Generic IO's since there's many tactics for Slotting sets and/or Hamis.


Radiation Blast.

1. Nutrino Bolt
Offical Description: A very quick, but low damage attack. Neutrino Bolt can reduce the target's Defense. Damage: Minor, Recharge: Very Fast

Level Available: 1
Damage: 62.6
Activation: 1
Recharge: 4
End Cost: 5.2
Acc: 75
Range: 80
Effect: Single Target
Damge Types: Ranged Energy
Special: gives a 7% Defense debuff to target for 3 sec

Personal Opinion: While it is weaker of the 2 First Level powers, I still like to take this at some point because it, Like X-Ray beam is also usable when held, Stunned, Sleeping thanks to Defiance 2.0

Slotting: 2Acc, 3 Damage, 1 Defense Debuff

2. X-Ray Beam
Offical Description: You can emit a beam of X-Ray energy from your eyes, dealing moderate Energy damage. This attack can bypass some defenses and can reduce the target's Defense. Damage: Moderate, Recharge: Fast

Level Available: 1
Damage: 102.6
Activation: 1.67 Sec
Recharge: 8 Sec
End Cost: 8.53
Acc: 82.5
Range: 80 ft
Effect: Single Target
Damge Types: Ranged Energy
Special: gives a 14% Defense Debuff for 3 Sec

Personal Opinion: take this first, this has better Damage, thoush slower recharge than neutrino bolt, also thanks to Defiance 2.0, You can still use this attack while held, sleeping or stunned.

Slotting: 2 Accuracy, 3 Damage, 1 Defense Debuff or Recharge

3. Irradiate

Official Description: You can emit lethal amounts of radiation in all directions, damaging all nearby foes for a short time. Like other Radiation attacks, this power can bypass some of a target's defenses. Irradiate severely reduces the target's Defense. Damage: Moderate(DoT), Recharge: Slow

Level Available: 2
Damage: 62.6
Activation: 1.07
Recharge: 20 Sec
End Cost: 18.51
Acc: 82.5
Range: N/A
Effect: 20' PbAOE
Damge Types: AOE/Energy
Special: 21% Defense Debuff for 10 Sec

Personal Opinion: Since this is a PbAOE I really don't care for it, though it's probably not a bad idea to take this just as an "Oh Crap" enemies are too close power.

Slotting: 2 Acc, 3 Dam, 1 Def Debuff

4. Electron Haze
Offical Description: A short range conical blast of free electrons. This attack can bypass some of a target's defenses and reduce the target's Defense. It can also knock some targets down. Damage: Moderate, Recharge: Slow

Level Available: 6
Damage: 84.5
Activation: 2.37
Recharge: 16
End Cost: 15.18
Acc: 82.5
Range: 40'
Effect: 30 Degree Cone
Damge Types: AOE Energy
Special: 14% Defense debuff for 8Sec, 25% of mag 1.66 KB

Personal Opinion: it's an OK cone attack, I still suggest taking it

Slotting: 2 Accuracy, 3 Damage, 1 Range

5. Aim
Offical Description: Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. Recharge: Long

Level Available: 8
Damage: n/a
Activation: 1.17sec
Recharge: 90 Sec
End Cost: 5.2
Acc: n/a
Range: Self
Effect: Self Buff
Damge Types: n/a
Special: Gives yourself a 37.5% to Hit and a 62.5% Damage Boost for 10 Sec

Personal Opinion: Take it, it's a self buff for accuracy and defense.

Slotting: at minimum 3 Recharge, if you can spare the slots up to 3 To Hit Buff

6. Proton Volley
Offical Description: Hurls a volley of alpha particles over an extremely long range. Proton Volley can bypass some of a target's defenses and reduce the target's Defense. This is a sniper attack, and is best fired from a distance as it can be interrupted. Damage: Superior, Recharge: Slow

Level Available: 12
Damage: 175.2
Activation: 4.33
Recharge: 12
End Cost: 14.35
Acc: 90
Range: 150 ft
Effect: Single Target
Damge Types: Ranged Energy
Special: -21% Defense Debuff for 12 Sec

Personal Opinion: This is your Snipe power, Good for pulling or taking out someone you really don't want to deal with from outside of the normal Aggro Range.

Slotting: 2 Accuracy, 3 Damage, 1 Recharge

7. Cosmic Burst
Offical Description: Cosmic Burst smashes the target with cosmic particles. The attack is very short range, but the damage is devastating and can leave most targets Disoriented and with reduced Defense. Damage: Extreme, Recharge: Slow

Level Available: 18
Damage: 132.6
Activation: 2.07
Recharge: 10
End Cost: 10.4
Acc: 75
Range: 40
Effect: Single Target
Damge Types: Ranged Energy
Special: Mag 3 Stun for 7.49 Sec, -21% Defense Debuff for 12 Sec

Personal Opinion: This is your 3rd single target blast, and Like most it has a shorter range

Slotting: 2 Accuracy, 3 Damage, 1 Range

8. Neutron Bomb
Offical Description: This devastating attack lobs an explosive sphere of deadly radiation, damaging the target and all nearby foes. Neutron Bomb can bypass some of a target's defenses and reduce the target's Defense. Damage: Moderate, Recharge: Slow

Level Available: 26
Damage: 56.3
Activation: 1.67
Recharge: 16
End Cost: 15.18
Acc: 82.5
Range: 80 Foot
Effect: 16 foot Radius Target AOE
Damge Types: AOE Energy
Special: -14% Defense debuff for 16 sec

Personal Opinion: I targeted AOE attack, I like to open with this after Firing Aim and Buildup.

Slotting: 2 Accuracy, 3 Damage, 1 Defense Debuff

9. Atomic Blast
Offical Description: This attack taps most of your stored energy to deal a devastating Atomic Blast. Any foes left standing will have their Defense greatly reduced and may be left helplessly chocking on toxic vapors. Activating this power leaves you drained of Endurance, and unable to recover any Endurance for a while. Damage: Extreme, Recharge: Very Long

Level Available: 32
Damage: 305
Activation: 2.93
Recharge: 6:00
End Cost: 20.8
Acc: 105
Range: PbAOE
Effect: 25 Foot Radius
Damge Types: AOe Energy
Special: 3.00 Mag Hold on target, -28% Defense Debuff for 20 Sec, Drains all of your end

Personal Opinion: This is your "nuke" good for taking out large groups of enemies, I like to have a couple of blues on hand to pop after I use this to get back in the fight quicker

Slotting: 3 Recharge, 3 Damage


Electricity Manpulation

1. Electric Fence
Offical Description: This attack taps most of your stored energy to deal a devastating Atomic Blast. Any foes left standing will have their Defense greatly reduced and may be left helplessly chocking on toxic vapors. Activating this power leaves you drained of Endurance, and unable to recover any Endurance for a while. Damage: Extreme, Recharge: Very Long

Level Available: 1 (you have no choice)
Damage: 62.6
Activation: 1.17
Recharge: 4
End Cost: 7.8
Acc: 75
Range: 50 foot
Effect: Single target
Damge Types: Ranged Energy
Special: mag 3 Immobilize for 12 Sec.

Personal Opinion: you have no choice but to take it. it's an OK ST immobilize.

Slotting: I only have 1 Immobilize in the Default slot
might want to consider 2 acc, 2 Immob, 2 Rech

2. Charged Brawl
Offical Description: Your fists become electrically charged and deliver a powerful punch. Charged Brawl can drain some Endurance from the target and may overload their synapses, leaving them writhing for a moment. A portion of drained Endurance may be returned to you. Disturbing an overloaded target will disperse the electrical charge and release them. Damage: Moderate, Recharge: Fast

Level Available: 2
Damage: 109
Activation: 0.83
Recharge: 10
End Cost: 10.2
Acc: 75
Range: melee
Effect: Melee
Damge Types: Smashing/Energy
Special: Mag 3 Sleep 11.9 Sec

Personal Opinion: I did not take sine I wasn't looking for Melee attacks.

Slotting: Didn't take/2 accuracy, 3 Damage, 1 Rech/End Reduce/Sleep

3. Lightning Field
Offical Description: While active, you emit a storm of electricity that constantly damages all nearby foes. Damage: Minor(DoT), Recharge: Slow

Level Available: 4
Damage: 9.45
Activation: 2.03
Recharge: 10
End Cost: .78/sec
Acc: 75
Range: PbAoe
Effect: PbAOE Toggle
Damge Types: Energy
Special:

Personal Opinion: Another one Ididn't take, A PbAoe Toggle

Slotting: 2Accuracy, 3 damage

4. Havoc punch
Offical Description: The Havoc Punch is a slower attack than Charged Brawl, but makes up for it with a greater damage. Havoc Punch can may knock down targets, drain some Endurance from your target, or even overload their synapses, leaving them writhing for a moment. A portion of the drained Endurance may be given back to you. Disturbing an overloaded target will disperse the electrical charge and release them. Damage: Moderate, Recharge: Moderate

Level Available: 10
Damage: 144.6
Activation: 1.5
Recharge: 14
End Cost: 13.5
Acc: 75
Range: melee
Effect: Melee
Damge Types: Smashing energy
Special: Mag 3 sleep for 17.9 sec

Personal Opinion: Melee Attack, Didn't take

Slotting: 2 accuracy, 3 damage

5. Build up
Offical Description: Greatly boosts your attacks for a few seconds. Slightly increases chance to hit. Recharge: Long

Level Available: 16
Damage: N/A
Activation: 1.17
Recharge: 90
End Cost: 5.2
Acc: n/a
Range: self
Effect: Self Buff
Damge Types: Buff
Special: Self Buff 15% to hit and 100% damage for 10 sec

Personal Opinion: For a ranged blaster, Take This. don's ask why, but take it as soon as you can

Slotting: 3 Recharge

6. Lightning clap
Offical Description: You can clap your hands together to release a violent Lightning Clap. The Lightning Clap can knock down most nearby foes, Disorienting many of them. Lightning Clap deals no damage. Recharge: Slow

Level Available: 20
Damage: n/a
Activation: 1.23
Recharge: 30
End Cost: 13
Acc: 75
Range: pbaoe
Effect: pboae
Damge Types: Pbaoe Status debuff
Special: Mag 2 Stun for 9.54 Sec in a 15' radius

Personal Opinion: Melee Attack, Didn't take

Slotting: 2 accuracy, nost sure what else

7. Thunder Strike
Offical Description: A massive attack. You smash your foes with all the power of a lightning bolt. The pummeled victim takes tremendous damage and may be Disoriented. Any nearby foes may be knocked down and take some damage from the shockwave. Damage: High, Recharge: Slow

Level Available: 28
Damage: 165.7
Activation: 3.3
Recharge: 20
End Cost: 18.5
Acc: 75
Range: melee
Effect:
Damge Types: Smashing, Energy
Special: Mag 3 Stun for 5.96 Sec

Personal Opinion: Melee Attack, Didn't take

Slotting: 2 Accuracy, 3 Damage

8. Power Sink
Offical Description: Power Sink leeches energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain any Endurance. Recharge: Long

Level Available: 35
Damage:
Activation: 2.2
Recharge: 60
End Cost: 13
Acc:
Range: 12 Sec
Effect: drain End, End Buff
Damge Types:
Special: Drains Endurance from Enemies, transfers to you

Personal Opinion: I personally didn't take it but the Idea is intriguing. however, with a ranged combat style, Enemies shouldn't get close enough for this to be useful.

Slotting: 3 Recharge, 3 Endurance Mod

9. Shocking Grasp
Offical Description: Shocking Grasp causes the target to be overcome with a violent electrical charge. The seized target is left writhing in agony and is unable to defend themselves. Shocking Grasp also drains a significant amount of Endurance from the target and may return a portion of it to you. Damage: High(DoT), Recharge: Slow

Level Available: 38
Damage: 100.1
Activation: 1
Recharge: 7
End Cost: 18.2
Acc: 75
Range: Melee
Effect: ST Melee
Damge Types: Energy
Special: Mag 3 Hold for 9.54 sec

Personal Opinion: Melee Attack, Didn't take

Slotting: 2 Accuracy, 3 Damage


Power Pools:

Fighting boxing and Kick are Melee Attacks, Tough and weave are ones that could be useful

Fitness Pool: I usually take 3 out of the 4, Swift or Hurdle, Health and The precious, coveted stamina. usually I take these at 16,18,20

Flight: I usually take hover and then fly when it unlocks at 14.

Concealment: I usually don't take this, Stealth might be useful, Grant invisibility could be something to consider later on for teams, Invisibility is another self stealth and Phase shift has "oh crap" escape potential.

Leadership: you can take these if you want.

Leaping: Combat Jumping and Super Jump are Pre-travel and travel power, Jump kick. Never touched, Acrobatics, gives you Knockback protection if you want it.

Presence: why would you take a taunt on a Squishy. you get enough aggro as it is

Medicine: Nice to have, hope to never need, Aid self can give you the equivalent of a small green insp every 20 S with just a heal So in the default slot and with 3 Heal will give you a little bit more than a Medium green

Speed: hasten is well hasten, it's nice to have, and Takes special IO set slotting to make perma (I remember back before I6 when you could slot 6 Recharge SO's and have Perma hasten. Now Get off of my lawn!) and Super Speed can help in stealth too. though some zones it is a real bear to get around with (I'm thinking of you Shadow shard)

Teleport: Recal friend will make you popular on team, TP foe can be used for Pulling, TP while it's Costly in endurance and tricky to navigate is is a viable travel power, Team Teleport is not useful. I wish it would work like the vet Assemble Team or the Temp power from the Safeguard mission.

Ancilary pools: They all have advantages.


On Justice
Global @Desi Nova Twitter: @desi_nova Steam: Desi_nova. I don't do Xbox or PS3

 

Posted

So basically, your "guide" is to take ranged blasts and not melee, but to not use the ranged attack from the secondary?

Why did you go with /Electricity? Why not /Energy for Boost Range, Power Boost, and Build Up, plus a level 1 power that knocks enemies out of melee?

Or /Devices if you want the immob to be only an immob? Plus the other utility powers, and the Gun Drone with its ranged attacks?

Or even why not /Mental for the ranged Scare?


 

Posted

Quote:
Originally Posted by zeldo View Post
So basically, your "guide" is to take ranged blasts and not melee, but to not use the ranged attack from the secondary?

Why did you go with /Electricity? Why not /Energy for Boost Range, Power Boost, and Build Up, plus a level 1 power that knocks enemies out of melee?

Or /Devices if you want the immob to be only an immob? Plus the other utility powers, and the Gun Drone with its ranged attacks?

Or even why not /Mental for the ranged Scare?
Pretty much agree with this. I'm not sure why the OP even bothered with electric manipulation.

Also, disagree with his suggestion to slot secondary effects on attacks. Pound for pound, the bread and butter accuracy, damage, end redx and recharge are better choices in almost every way if you go with SO slotting. If you can sneak in some of those via IOs, then maybe, but I'd still recommend forgoing that and just enhance the "bread and butter" enhancement values (acc, dmg, end redx, rech).

-Def is simply less valuable on a blaster because of the access to build up and aim. The only situation where I think it might be decent is against Capt. Mako in the Statesman TF as a poor man's debuff. In every other situation I can imagine, build up and aim will allow you to overcome defenses more readily if not outright defeating the foe targeted, rendering the -def moot anyway.

Also, aim does *NOT* buff defense. I'm thinking the OP meant buffs tohit which is something different.


 

Posted

zeldo, you took the words right out of my mouth.

The Fire and Electric secondaries are meant for melee, they both come with atleast one damage aura, a couple PBAoE attacks, and PBAoE mitigation, trying to make a ranged build with these two secondaries means that you would only take the initial immob and build up.

Ice is also melee, but more melee mitigation than damage.

Mental would have been a good ranged choice, an extra cone is real nice to have and comes with a KB power like mentioned about Energy

I believe Energy was covered well

And personally I think that Devices will always be one of the best ranged secondaries, caltrops does a good job at keeping enemies at range (except those dang werewolves), cloaking device for some defense, smoke grenade for more defense, targeting drone can have built in build up, and gun drone for extra ranged damage (the cast time and duration of that can be dissapointing though)


Overall though, I like how the guide described the powers and your personal reasons for taking the power and the base suggested slotting were well written except this part that I caught...

Quote:
5. Aim
Offical Description: Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. Recharge: Long

Level Available: 8
Damage: n/a
Activation: 1.17sec
Recharge: 90 Sec
End Cost: 5.2
Acc: n/a
Range: Self
Effect: Self Buff
Damge Types: n/a
Special: Gives yourself a 37.5% to Hit and a 62.5% Damage Boost for 10 Sec

Personal Opinion: Take it, it's a self buff for accuracy and defense.

I think you meant damage there.


Also, if you have the time, I would try to suggest some slotting with IOs that could help ranged defense. Thunderstrikes in the ranged attacks are a great start.


"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

 

Posted

A super huge waste of my time...

Here's some real tips...



The point of rad is that you get an even mix of aoe and st. How rad is better than fire for providing BOTH adequately well is because it's effects are distributed better than putting all your money in the damage honey pot.

1. One reason for this is that fire has a fear component in its biggest aoe damage rain of fire
2. Breath of fire activates significantly slower.
3. Plus energy damage keeps it on par with fire for avoiding resistances, and the DEF penetration and reduction ensures you get to debuff heavily defended targets.
4. It's third ST attack has a mag 3 stun component.
5. Since it activates slow, on a team you can unleash all your aoe chain and not worry about aggro as much.

All this combined means that it has better mitigation that fire. You're also better for the team because rad isn't a poor man's debuff, three attacks floor defense....

1. Everyone should know is that rad activates SLOOOOOWWWWW. So they need to get a secondary that mitigates daamage.
2. Fire has more damage in its attacks due to the extra ticks at the end. (the cone's equal if fire breath was only two ticks of damage). The only exception to this is flares, which is a better DPS attack than any other attack in the game... hard to beat that.





Radiation is a melee oriented set.

Not because there's a lot of melee in it, but because it is designed to keep you close to get the most out of the set. Pairing it with a MELEE secondary with GOOD PBAoE and then not using anything that's useful in melee makes no sense at all.

I run a rad/mm and it's all about getting into melee with good melee mitigation in it. Once I get to ancillary, I'll be rad/mm/elec and have a good range of RES and an extra cone for SIX "AoEs". YES.... SIX....

With that many short range cones and PBAoEs..... I don't know why I wouldn't want the melee powers.


 

Posted

Personally, I'm not sure this really counts as a guide. It's more like a info listing of all the powers in the two sets as if you copy/pasted it straight out of each powers info page in game. But hey! if that's what counts for a guide these days, who am i to challenge it.

I tend to agree with the posters above me.. Not sure why you took Elec as a secondary, but again, whatever floats your boat.

If it's for PvE, I would have made either a Rad/MM or a Rad/Fire for all that AoE goodness.

If it's for PvP, I would have lol'd and then rolled either a Rad/EM or a Psi/EM or a Fire/EM

10 points for ambition though. gg