Rad/Sonic Deftroller?


Garent

 

Posted

While working on a guide for Rad/Sonic Defenders, I got struck with an idea (among a couple of others) of a Rad/Sonic focusing heavily on control abilities, or a "Deftroller" so to speak. I've never heard of anyone making such a build nor have I seen one before. It seems rather intriguing, something I'd definitely try if we had the ability to have three builds per character (both of mine are already in-use). Basically, to sum up the idea, this is what I wrote in the guide...

Quote:
Deftroller - A Rad/Sonic focusing on controlling the enemies (I invented that term while writing this... as far as I know). Will likely pick up Choking Cloud, EM Pulse, Shockwave, Siren's Song, and/or Screech and have them slotted for mez effects. They're likely to dive into Psychic mastery for it's plethora of mez powers, but may also take Electricity for mez capabilities as well as a bit of an offensive push and endurance management. Will likely slot procs into mezzes for more effectiveness, like the Lockdown Chance for +2 Hold. The rest of the power choices may either go towards team support, offense, or a combination of the two. At present, this build is only theoretical as I've yet to see one. Though, I intrigued myself on it and would give it a whirl if we ever got to do more than two builds per character.

I'm curious if anyone has tried this before or at least thing such an idea would be viable. I personally do, if Scrapfenders can get away with being played. Also wondering what other power combinations would work well a control-heavy Defender (Dark/Ice?).


 

Posted

If you're looking to throw status effects all over the place, that combination is probably the best. If you're simply looking to neuter enemy groups as effectively as possible, you might be better off looking at dark miasma (a cone fear, single target hold, two different area accuracy debuffs) or the specific combination of storm/dark (area knockdown, two area disorients, a very large area accuracy debuff).

As for secondaries, you should take a look at psychic blast. Most of the attacks have mezzes as a secondary effect, and the area attacks have large debuffs with one of them having knockup as well.


 

Posted

As Garent says, Dark Miasma is usually the set people point to, and why D3s get their own cult following. It's a swiss army-knife of utility, a set filled to the brim with soft-controls.

From experience with two Radiation Defenders, one Radiation Corr and one played-to-death Dark/Dark Corr (my first toon that I still love), I know that DM provides a smoother, easier curve of control than Radiation. Slow+immob = excellent crowd control. Fear beats Sleep, the powers are placement or attacks instead of toggles (with the exception of DN, that you only really need on AVs) and you're best placing yourself in that golden spot of "just outside of melee range".

If you're looking at hard controls (holds, stuns) as opposed to soft controls (KB, slows), Radiation has more than DM. Choking Cloud and EMP can lock down almost any mob, no problem. Grab Dominate out of Psi Mastery, and you're holding bosses too. World of Confusion is also a fantastic "panic button" to grab from Psi Mastery. When a mob gets accidentally pulled into the squishes, CC and WoC will save their arses.

The issue I have with Radiation as a troller-esque power is in practice. Choking Cloud requires you to either be in Melee range or Hovering right over a mob, at least exposing you to AoEs. EMP wants you in the middle, and then it shuts you down completely, undermining your Rad toggles and anything else you're trying to do, so it remains better as a nuke, rather than a constant power.

Sleep gets broken as soon as a fight begins (unlike Fear).

KB is a debatable control tool, esp since you don't have any immob to keep the mob together. Tossing everyone about so you can't hit them all with CC isn't in your best interests.

Your positioning for CC and EMP is awkward for the rest of the set as well, which works better outside of the mob, so I can only imagine this working well for a ground-based, Combat Jumping build. I've used DM with Hover, CJ, SS and even TP as my movement powers without any major issues (although CJ+SS is easiest ).

In my experience, the DM toon can provide excellent, constant soft control. The Rad toon can provide excellent, situational, hard controls, but trying to force that into a constant is working against your attacks.

Play what you want, of course I love my Rad-Sonic team build with CC, EMP, WoC, Domination... But I use those controls when the situation requires them, and I'd think you'd have a hard time answering the three demands of:
1) the Endurance Use of all of those toggles, 2) the Recharge Reduction required to perma-AM and keep EMP up regularly, and 3) the Defense to survive living in the mob.


 

Posted

traps/dark


 

Posted

Rad/sonix would be my last choice for a deftroller build

Anything/ice would be better.

Or storm/dark.

TA/darks feel controllery.

Dark/ice would give you a kick *** fear cone, autohit aoe stun, 3 holds, an intangibility power. All of that at a relatively early lvl range.

Waiting till 41 to unlock epics to finally be able to reliably hold bosses on a rad/son doesnt seem worth it to me.
And not that I think rad/son arent the bee-knees, using them in a deftroller way seems to undermine their effectiveness.

But like others have said, Play what you want.


Quote:
Originally Posted by Shadow Ravenwolf View Post
My favorite combo is Faceplant/DebtCap with the TeamWipe Ancillary

Quote:
Originally Posted by Dispari View Post
Yeah, I like Blasters too.

 

Posted

Well, that covers the "other combos for Deftrollers" to sate that curiosity! Two questions still: anyone of you try Rad/Sonic Deftrolling? Also, is Deftroller a common term that's been around awhile? I don't want to claim inventing it if I didn't.


 

Posted

Quote:
Originally Posted by TwilightPhoenix View Post
Two questions still: anyone of you try Rad/Sonic Deftrolling?
My Rad/Sonic has CC, EMP, and WoC. Due to personal taste, I won't use the KB attack.

I use CC a lot. I come in right behind the tank, let it get aggro, then slap on my toggles and hover just above a mob, just out of Melee range (but in AoE range). Since I also have Leadership, I'm throwing my bonuses onto the melee crowd, but the use of CC does lock down a mob. With the Proc, it's great, but it does take a few seconds to really lock that mob down.

EMP comes with the issue of losing your toggles, which I deal with by turning all of my incoming insips into blues to save for whenever EMP comes up.

I only ever need to use WoC if I've accidentally grabbed aggro, or someone in the squishy squad has. In those cases, CC + WoC seriously messes up the uncontrolled mob.

The thing is... I have these as options for survivability. RI already gives me a huge bonus in that area, as does RA, and I'm built for Ranged Softcap, so I don't really need to be using those powers, except in rare situations or just for fun.

Focusing upon my Rad toggles and Sonic attack debuffs typically leverages so much more power for myself and my team that focusing upon my controls feels like I'm goofing off on my team. The speed at which mobs go down is definitely noticeable.

Perhaps if Sonic's debuffs weren't quite so relevant to the AT, it wouldn't feel (both in theory and in practice) wasteful to ignore them.

Quote:
Originally Posted by TwilightPhoenix View Post
Also, is Deftroller a common term that's been around awhile? I don't want to claim inventing it if I didn't.
I think the D3s might have been using it? Search the forums for any references to "deftroller" and you should find out


 

Posted

It's not a really common term, but it's been around for awhile. It's slightly more commonly used than skranker I think.