Skipping EMP?


Amy_Amp

 

Posted

I'm toying with a Rad/Sonic build (mostly for teams). I realize I should probably skip Shockwave, Mutation, or both, but I'm somewhat fond of them. At any rate, full invisibility is something I like to have, and I'm trying to work in Stealth.

Does anyone have any specific thoughts on the pros and cons of skipping EMP in favor of Stealth? Part of my mind is saying "it's not up all the time anyway, things will never be abnormally hard because you lack it," but the other part is saying "EMP? You want to skip EMP? How?"

I'm only at 32 right now, so I don't have much experience with EMP. I realize it basically wraps up a spawn and sticks a bow on it, but I just don't know how necessary people consider that in high level play these days. "Ghosting," especially for TF's, is definitely useful. (Incidentally, does anyone other than BABs actually use the term "ghosting" for completing a mission by stealth?)

I suppose the most powergamey thing to do would be to take Stealth and Screech instead of Mutate and Shockwave.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Beta 1_1: Level 50 Science Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(15)
Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(11), Decim-Build%(19), Decim-Acc/Dmg/Rchg(36)
Level 2: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(36)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(13), Posi-Dam%(25), Posi-Acc/Dmg/EndRdx(34)
Level 6: Radiation Infection -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitDeb/EndRdx(9), DarkWD-ToHitdeb/Rchg/EndRdx(27), DarkWD-Rchg/EndRdx(29)
Level 8: Enervating Field -- EndRdx-I(A), EndRdx-I(9)
Level 10: Hurdle -- Jump-I(A), Jump-I(17)
Level 12: Accelerate Metabolism -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc/Rchg(17), RechRdx-I(31), P'Shift-EndMod/Acc(31), P'Shift-Acc/Rchg(45)
Level 14: Lingering Radiation -- Acc-I(A), RechRdx-I(15)
Level 16: Mutation -- RechRdx-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21)
Level 22: Shout -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(34)
Level 24: Amplify -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(31)
Level 26: Shockwave -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(27), KinCrsh-Rchg/KB(36), KinCrsh-Rechg/EndRdx(37), KinCrsh-Dmg/EndRdx/KB(40), KinCrsh-Acc/Dmg/KB(40)
Level 28: Siren's Song -- FtnHyp-Sleep/Rchg(A), FtnHyp-Plct%(29), FtnHyp-Acc/Sleep/Rchg(34), FtnHyp-Acc/Rchg(37), FtnHyp-Sleep/EndRdx(43), Dmg-I(45)
Level 30: Recall Friend -- Winter-ResSlow(A)
Level 32: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(46)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(43), RechRdx-I(46)
Level 38: Dreadful Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43)
Level 44: Soul Transfer -- Dct'dW-Heal/Rchg(A), Efficacy-EndMod/Rchg(45), RechRdx-I(46)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Dark Embrace -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(50), Aegis-ResDam/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance


 

Posted

I think EMP is one of the best holds in the game, I think you should keep it. It is also a great panic-button when you bit off more than you can chew. I like the power, keep it.


 

Posted

Quote:
(Incidentally, does anyone other than BABs actually use the term "ghosting" for completing a mission by stealth?)
... everyone I play with does.

For the main question: I find EMP really handy. I use it early and often, because it doesn't have a "real nuke" crash. It's not so much a panic button as a "potential stress" button for me.

My first defender was Force Fields, so I tend to assume that the goal is for everyone to stay alive- and over half health- all the time. What was Jock Tamson's line? "Prevention is better than repair- see crotch, kick to." Mutation is repair, EMP is prevention. That's my opinion, and you can opine differently.

One possibility, since you like your Shockwave and your Mutation- Amplify. I always take and use BU/Aim on my Blasters, but on my Rad defenders, Aim usually sits in the second row, gathering dust.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Quote:
Originally Posted by Fulmens View Post
Aim usually sits in the second row, gathering dust.
I considered that, but this build can use it every fight, and I will. In a tight build, I tend to get rid of things that are "situational"--obviously a relative term--which is why I'm considering dropping EMP. It's awesome, but if I'm not using it all the time, I might not want it at all.

Of course, similar could be said of Mutate. Most deaths I see are in situations where EMP wouldn't help, though, so Mutate fills holes that EMP doesn't. Also, situations calling for EMP could often use Dreadful Wail instead, especially since it's on the same recharge timer as Dark Consumption.


 

Posted

Quote:
Originally Posted by Teeth View Post
I'm toying with a Rad/Sonic build (mostly for teams). I realize I should probably skip Shockwave, Mutation, or both, but I'm somewhat fond of them.

At any rate, full invisibility is something I like to have, and I'm trying to work in Stealth.

Does anyone have any specific thoughts on the pros and cons of skipping EMP in favor of Stealth? Part of my mind is saying "it's not up all the time anyway, things will never be abnormally hard because you lack it," but the other part is saying "EMP? You want to skip EMP? How?"

I'm only at 32 right now, so I don't have much experience with EMP. I realize it basically wraps up a spawn and sticks a bow on it, but I just don't know how necessary people consider that in high level play these days. "Ghosting," especially for TF's, is definitely useful. (Incidentally, does anyone other than BABs actually use the term "ghosting" for completing a mission by stealth?)

I suppose the most powergamey thing to do would be to take Stealth and Screech instead of Mutate and Shockwave.
On a team build, I would skip Shockwave because the KB is unhelpful and can cause complaints. I would definitely keep Mutation on a team build though.

I'd skip Dreadful Wail, which will bring all of your toggles down, and take that EMP. I'm amazed you've skipped Choking Cloud. CC+EMP can hold almost any mob.

You can ghost with Invisibility or Super Speed + a Stealth Proc, the latter actually being a little better in practice since you're not trapped into "only affecting self". Stealth alone, or the Stealth Proc alone, or even using both, are not very effective in my experience.

Your build lacks any travel power or real defense or any form of mitigation.

Unless you're planning on using Fallout, I wouldn't bother with Recall Friend. Especially since you'll be the slowest person in the group.

You have Perma-AM, Stamina, Dark Consumption AND Vigilance... That's total over-kill. Between Perma-AM and Vigilance, you shouldn't need to worry about Endurance on a team-build.

I have major problems with your slotting. You've four-slotted Hasten (3-slot it and leave it alone). AM is poorly-slotted with over-the-top Endurance and Recharge and no look to the speed bonus (which is ironic given your lack of travel power). You have a Steadfast 3% Def that's a total waste of inf and a slot since you have no other Def. EF could really use the third End Red slot. I'd never waste an extra slot on Hurdle or Swift.

You have a mix of expensive and cheap sets, so I don't know what your overall budget is.

I've put my Rad-Sonic team build below. In addition to Perma-Hasten and Perma-AM, it has the Grant Invis and full Invisibility you wanted, and it's Ranged Soft-capped.

I hover-blast, usually between the tank and the squishies. With the BotZs in AM and Hover, it moves quite swiftly.

I also got the Leadership Pool in there, raising team damage. With CC and WoC, I can mitigate most accidental pulls into the squishes without needing EMP. With CC, EMP and Dominate, holding bosses isn't a problem.

This build has skipped a couple of attacks, but for the greater benefit, and I'm always busy in combat.

This build has obviously added a bunch of toggles (RI, EF, Hover, Stealth, Maneuvers, and Assault as standard, with CC, WoC and MoB being situational), so Endurance is sufficient rather than plentiful. Solo, without Vigilance kicking in, you'll want to keep a few blue insips on hand.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Siouxsie Harkness: Level 50 Mutation Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Flight
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Radiation Infection
  • (A) Achilles' Heel - Chance for Res Debuff
  • (3) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (3) Dark Watcher's Despair - To Hit Debuff
  • (5) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (5) Dark Watcher's Despair - Recharge/Endurance
  • (7) HamiO:Enzyme Exposure
Level 1: Shriek
  • (A) Decimation - Accuracy/Damage
  • (36) Decimation - Damage/Endurance
  • (36) Decimation - Damage/Recharge
  • (36) Decimation - Accuracy/Endurance/Recharge
  • (37) Decimation - Accuracy/Damage/Recharge
Level 2: Radiant Aura
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (7) Numina's Convalescence - Heal/Endurance
  • (9) Numina's Convalescence - Endurance/Recharge
  • (9) Numina's Convalescence - Heal/Recharge
  • (11) Numina's Convalescence - Heal/Endurance/Recharge
  • (11) Numina's Convalescence - Heal
Level 4: Howl
  • (A) Positron's Blast - Accuracy/Damage
  • (23) Positron's Blast - Chance of Damage(Energy)
  • (31) Positron's Blast - Damage/Recharge
  • (31) Positron's Blast - Damage/Range
  • (34) Positron's Blast - Accuracy/Damage/Endurance
Level 6: Enervating Field
  • (A) Endurance Reduction IO
  • (37) Endurance Reduction IO
  • (40) Endurance Reduction IO
Level 8: Mutation
  • (A) Recharge Reduction IO
Level 10: Hasten
  • (A) Recharge Reduction IO
  • (13) Recharge Reduction IO
  • (13) Recharge Reduction IO
Level 12: Lingering Radiation
  • (A) Recharge Reduction IO
  • (23) Recharge Reduction IO
Level 14: Hover
  • (A) Luck of the Gambler - Recharge Speed
  • (15) Luck of the Gambler - Defense/Endurance
  • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (17) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (19) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 18: Stealth
  • (A) Luck of the Gambler - Recharge Speed
  • (21) Luck of the Gambler - Defense/Endurance
  • (21) Red Fortune - Defense/Endurance
Level 20: Invisibility
  • (A) Luck of the Gambler - Recharge Speed
Level 22: Grant Invisibility
  • (A) Recharge Reduction IO
Level 24: Choking Cloud
  • (A) Basilisk's Gaze - Chance for Recharge Slow
  • (25) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (25) Basilisk's Gaze - Endurance/Recharge/Hold
  • (27) Basilisk's Gaze - Accuracy/Hold
  • (29) Endurance Reduction IO
  • (37) Lockdown - Chance for +2 Mag Hold
Level 26: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (27) Red Fortune - Defense/Endurance
  • (29) Luck of the Gambler - Defense/Endurance
Level 28: Assault
  • (A) Endurance Reduction IO
  • (31) Endurance Reduction IO
Level 30: Vengeance
  • (A) Luck of the Gambler - Recharge Speed
Level 32: EM Pulse
  • (A) Lockdown - Accuracy/Hold
  • (33) Lockdown - Accuracy/Recharge
  • (33) Lockdown - Recharge/Hold
  • (33) Lockdown - Endurance/Recharge/Hold
  • (34) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (34) Lockdown - Chance for +2 Mag Hold
Level 35: Accelerate Metabolism
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (46) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (48) Efficacy Adaptor - EndMod/Recharge
  • (48) Performance Shifter - EndMod/Accuracy/Recharge
  • (50) Performance Shifter - EndMod/Recharge
Level 38: Screech
  • (A) Stupefy - Chance of Knockback
  • (39) Stupefy - Stun/Range
  • (39) Stupefy - Accuracy/Endurance
  • (39) Stupefy - Endurance/Stun
  • (40) Stupefy - Accuracy/Recharge
  • (40) Stupefy - Accuracy/Stun/Recharge
Level 41: Dominate
  • (A) Lockdown - Chance for +2 Mag Hold
  • (42) Lockdown - Accuracy/Recharge
  • (42) Lockdown - Recharge/Hold
  • (42) Lockdown - Accuracy/Hold
  • (43) Lockdown - Endurance/Recharge/Hold
  • (43) Lockdown - Accuracy/Endurance/Recharge/Hold
Level 44: World of Confusion
  • (A) Coercive Persuasion - Contagious Confusion
  • (45) Coercive Persuasion - Confused
  • (45) Coercive Persuasion - Confused/Recharge
  • (45) Coercive Persuasion - Accuracy/Confused/Recharge
  • (46) Coercive Persuasion - Accuracy/Recharge
  • (46) Coercive Persuasion - Confused/Endurance
Level 47: Mind Over Body
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (48) Aegis - Resistance/Endurance
  • (50) Titanium Coating - Resistance/Endurance
Level 49: Amplify
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Vigilance



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Posted

Quote:
Originally Posted by Harkness View Post
I'd skip Dreadful Wail, which will bring all of your toggles down, and take that EMP. I'm amazed you've skipped Choking Cloud. CC+EMP can hold almost any mob.
EMP without CC can hold almost any mob. At any rate, CC is an acquired taste; it can be skipped. It's nice in your build because it stacks with Dominate, but if I go Dark it's less appealing. (I am considering Oppressive Gloom, though.) Also, Dreadful Wail is a stun, which satisfies some of the need for control, and the -Res in it helps to mitigate the brief loss of coverage in EF.

Quote:
You can ghost with Invisibility or Super Speed + a Stealth Proc, the latter actually being a little better in practice since you're not trapped into "only affecting self". Stealth alone, or the Stealth Proc alone, or even using both, are not very effective in my experience.
Stealth+Unique is actually better than full Invisibility.

Quote:
Your build lacks ... real defense or any form of mitigation.
I'm still on the fence about whether I care. It'd be nice to have some defense, but I'm not sure it's worth the cost.

Quote:
Unless you're planning on using Fallout, I wouldn't bother with Recall Friend. Especially since you'll be the slowest person in the group.
"Slow" is less important than "invisible." That said, you are not aware of the numbers on Hurdle (as shown later in your post); 2-slotted Hurdle + Ninja Run puts me close to the jump speed cap. (Even 1-slotted Hurdle makes me faster than the Fly cap.)

Quote:
You have Perma-AM, Stamina, Dark Consumption AND Vigilance... That's total over-kill. Between Perma-AM and Vigilance, you shouldn't need to worry about Endurance on a team-build.
My experience does not suggest that Vigilance should ever even be acknowledged to exist, but quibbling aside, I will drop DC if I decide not to go with two crash powers. In the tentative build I posted, DC would be firing immediately after Dreadful Wail, such that the "crash" from DW would really only amount to 3 seconds less coverage of EF and no other major problems.

Quote:
I have major problems with your slotting. You've four-slotted Hasten (3-slot it and leave it alone). AM is poorly-slotted with over-the-top Endurance and Recharge and no look to the speed bonus (which is ironic given your lack of travel power).
Again, you should look at the actual numbers here. If I do go for more defense, I will put BotZ in AM (you are correct about it not needing so much +End), but the recharge in AM and Hasten is needed to compensate for my build having less global recharge than yours. The downtime in Hasten resulting from 3 slots rather than 4 is acceptable on paper, but slows and lag extend this significantly. For powers with such extreme numbers (450-second recharge), there is a significant difference between "diminishing returns" and a "cap."


Quote:
EF could really use the third End Red slot.
If you think I have way too much endurance and you are prejudiced against diminished returns, what possible reason could there be for a third slot in EF? An extra 0.05 endurance per second isn't going to toggle-drop me.

Quote:
You have a mix of expensive and cheap sets, so I don't know what your overall budget is.
Somewhere between 1/4 billion and 1/2 billion, depending on how much I like the character.

Quote:
I've put my Rad-Sonic team build below... This build has skipped a couple of attacks, but for the greater benefit, and I'm always busy in combat.
I find the loss of attacks distasteful; fully realizing the potential of your -Res on a /Sonic can be very rewarding.

I do like some concepts of your build, though. I tweaked it, in fact; my changes cost you 2.5% AoE defense and the proc in EMP, but give you 2% damage, recovery that offsets the slot moved out of EF, and the ability to apply 20% -Res above what you already could. It also uses one fewer LotG+R.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Siouxsie Harkness: Level 50 Mutation Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Flight
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Radiation Infection -- Achilles-ResDeb%(A), DarkWD-ToHitDeb/EndRdx(3), DarkWD-ToHitDeb(3), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-Rchg/EndRdx(5), HO:Enzym(7)
Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(37)
Level 2: Radiant Aura -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(7), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(11), Numna-Heal(11)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dam%(23), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(34)
Level 6: Enervating Field -- EndRdx-I(A), EndRdx-I(37)
Level 8: Mutation -- RechRdx-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 12: Lingering Radiation -- RechRdx-I(A), RechRdx-I(23), Acc-I(40)
Level 14: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), Zephyr-Travel(15), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
Level 16: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), Zephyr-ResKB(19)
Level 18: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), RedFtn-Def/EndRdx(21)
Level 20: Scream -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(31), Thundr-Dmg/EndRdx/Rchg(34)
Level 22: Grant Invisibility -- RechRdx-I(A)
Level 24: Choking Cloud -- BasGaze-Slow%(A), BasGaze-Acc/EndRdx/Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/Hold(27), EndRdx-I(29), Lock-%Hold(37)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(27), LkGmblr-Def/EndRdx(29)
Level 28: Assault -- EndRdx-I(A)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(34)
Level 35: Accelerate Metabolism -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Efficacy-EndMod/Acc/Rchg(46), Efficacy-EndMod/Rchg(48), P'Shift-EndMod/Acc/Rchg(48), P'Shift-EndMod/Rchg(50)
Level 38: Screech -- Stpfy-KB%(A), Stpfy-Stun/Rng(39), Stpfy-Acc/EndRdx(39), Stpfy-EndRdx/Stun(39), Stpfy-Acc/Rchg(40), Stpfy-Acc/Stun/Rchg(40)
Level 41: Dominate -- Lock-%Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-Acc/Hold(42), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(43)
Level 44: World of Confusion -- CoPers-Conf%(A), CoPers-Conf(45), CoPers-Conf/Rchg(45), CoPers-Acc/Conf/Rchg(45), CoPers-Acc/Rchg(46), CoPers-Conf/EndRdx(46)
Level 47: Mind Over Body -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx(50)
Level 49: Amplify -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance


 

Posted

Quote:
You have a Steadfast 3% Def that's a total waste of inf and a slot since you have no other Def.
If you run Radiation Infection, you're lowering enemy ToHit. Unless you're fighting even-cons, you're not flooring it. So 3% Defense is still highly useful.

Even with no other Defense, a Steadfast lowers incoming DPS by 6% for one slot, which is a pretty good return on slots invested in MY brain.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

I personally don't find stealthing all that useful on team missions unless you have Recall. For solo, stealth can be grabbed via SS and an IO. Mutation is a power I plan on taking at 49 on my Rad/sonic and is easily skippable. I have zero desire for Shockwave. I don't see the need to take something that would/could knock targets away from my debuffs.


 

Posted

Shockwave--like most guaranteed knockback powers--is actually quite powerful as both mitigation and mob positioning. I like it with Rad because I can use it to keep all of my targets bunched up next to the anchor, unable to attack, and taking damage. It also benefits from the Rule of Cool. That said, it's situational enough to be skippable, especially if you can drop a couple hundred million inf on an extra Lotg+R and a BotZ-Kb to replace its set bonuses.

I dropped a couple of powers and came up with another build. It has a bit of defense and can ghost, but it lacks Mutate, Wail, and Shockwave. A cheap purple in Howl helps with the loss of Shockwave.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Beta 2_1: Level 50 Science Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(15)
Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(11), Decim-Build%(19), Decim-Acc/Dmg/Rchg(36)
Level 2: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(36)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(13), Posi-Dam%(25), Posi-Acc/Dmg/EndRdx(34), Ragnrk-Knock%(46)
Level 6: Radiation Infection -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitDeb/EndRdx(9), DarkWD-ToHitDeb(17), DarkWD-ToHitdeb/Rchg/EndRdx(27)
Level 8: Enervating Field -- EndRdx-I(A), EndRdx-I(9)
Level 10: Hurdle -- Jump-I(A)
Level 12: Accelerate Metabolism -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), RechRdx-I(17), RechRdx-I(31)
Level 14: Lingering Radiation -- Acc-I(A), RechRdx-I(15)
Level 16: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel(23)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(39), Efficacy-EndMod/EndRdx(46)
Level 22: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(31), GSFC-Build%(34)
Level 24: Assault -- EndRdx-I(A)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(27), RedFtn-EndRdx(33), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(40)
Level 28: Siren's Song -- FtnHyp-Sleep/Rchg(A), FtnHyp-Plct%(29), FtnHyp-Acc/Sleep/Rchg(34), FtnHyp-Acc/Rchg(37), FtnHyp-Sleep/EndRdx(43), Dmg-I(45)
Level 30: Recall Friend -- Winter-ResSlow(A)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), RechRdx-I(40), Stpfy-Acc/Stun/Rchg(40), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(45)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(46)
Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(43)
Level 44: Soul Transfer -- Dct'dW-Heal/Rchg(A), Efficacy-EndMod/Rchg(45)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Dark Embrace -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(50), Aegis-ResDam/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance


 

Posted

Quote:
Originally Posted by Fulmens View Post
If you run Radiation Infection, you're lowering enemy ToHit. Unless you're fighting even-cons, you're not flooring it. So 3% Defense is still highly useful.

Even with no other Defense, a Steadfast lowers incoming DPS by 6% for one slot, which is a pretty good return on slots invested in MY brain.
0% Def = 50% chance to hit you from an even-con.
3% Def = 47% chance to hit you from an even-con.
How did incoming DPS drop by 6% ?


 

Posted

Quote:
Originally Posted by Teeth View Post
EMP without CC can hold almost any mob. At any rate, CC is an acquired taste; it can be skipped. It's nice in your build because it stacks with Dominate, but if I go Dark it's less appealing. (I am considering Oppressive Gloom, though.)
With the Proc, CC is, in my experience, extremely powerful, and an unskippable power, but I obviously have a very different play-style than you.

Quote:
Originally Posted by Teeth View Post
Stealth+Unique is actually better than full Invisibility.
On paper, but not in my experience

Every other toon I have uses SS+Stealth Proc to ghost, which, in my experience, is the best of all (except being a stalker).

Quote:
Originally Posted by Teeth View Post
"Slow" is less important than "invisible." That said, you are not aware of the numbers on Hurdle (as shown later in your post); 2-slotted Hurdle + Ninja Run puts me close to the jump speed cap. (Even 1-slotted Hurdle makes me faster than the Fly cap.)
Your original post doesn't mention Ninja Run and it doesn't come up in MIDs. That also answers my "no travel power" concern.

Quote:
Originally Posted by Teeth View Post
I find the loss of attacks distasteful; fully realizing the potential of your -Res on a /Sonic can be very rewarding.
At perma-hasten, I have a fairly smooth chain of -res attacks, although squeezing Scream or Shout in there wouldn't hurt. I liked that about your suggested tweak.

However, you also brought the Ranged Def down from 45.1% to 43.7%, which I'm less happy about, and Scream is underslotted as an attack... It's an interesting variant though.


 

Posted

Quote:
Originally Posted by Harkness View Post
With the Proc, CC is, in my experience, extremely powerful, and an unskippable power, but I obviously have a very different play-style than you.
Yeah, you got me to wonder about that. I'll most likely invest in an alternate build to test that at some point.


Quote:
On paper, but not in my experience
Hm, interesting. My experience bears out the theory. *shrug*


Quote:
At perma-hasten, I have a fairly smooth chain of -res attacks, although squeezing Scream or Shout in there wouldn't hurt. I liked that about your suggested tweak.

However, you also brought the Ranged Def down from 45.1% to 43.7%, which I'm less happy about, and Scream is underslotted as an attack... It's an interesting variant though.
As far as I know, the -Res from a single power from a single caster does not stack with itself, so an extra power directly yields extra debuff. This makes it theoretically a good idea to take Shout, but Shout takes so long to animate that it screws around with the rest of your attack chain. Shriek + Scream + Shriek + Shout + [repeat] is a powerful single-target chain when you lack permaHasten, but if you're debuffing a single target for a team (e.g. the Romulus Phalanx Computer) or you do have Hasten up, Sh+Sc+Sh+Screech is almost as good, and in all cases Sh+Howl+Sh+Sc is better if even two targets are available.

I'm sure you could work out an attack chain that sustains the full -100% Res that a Defender can pump out with Sonic (Howl and the 4 single target attacks), but I find it simpler to dump Shout. (In my first build here, I forgot that I planned to Respec out of it.)

I forgot to compensate for Mids' giving me the unsuppressed value on Stealth when I was tweaking your build, which is why I didn't notice the loss of Ranged Defense. Oops. (You'd still be at the cap against anything being hit by your RI, at least.)


 

Posted

Quote:
Originally Posted by Teeth View Post
As far as I know, the -Res from a single power from a single caster does not stack with itself, so an extra power directly yields extra debuff.
This seems to be a matter of some debate, and would make some of the attack chains in this thread: http://boards.cityofheroes.com/showthread.php?t=195250 inefficient.

I've seen similar arguments regarding Dark, but I thought the prevailing theory there was that the debufs DO stack, even from the same attacks.

I don't know, and I don't know how to test active debuffs on a target to see if you're right or wrong.