Rad attack sequence, advice?
You shouldn't be having problems with 3 rads. Get the defenders to place RI on non-teleporting foes and just as soon as the debuffs are on, you use SoC and/or AoE immob.
It's just a matter of coordination I guess.
Btw, SoC will affect everything under boss level. So spirits and sorcerers are included in the pack.
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Honestly, it's hard to say because groups differ in makeup and size. Give us some more info about the level and composition of the groups that are killing you. If they are purple, then debuffs become more important, and you will want to use Rad Inf before you try to lay down controls. If bosses are whats killing you, you may want to consider stacking holds on the boss before worrying about the minions/LT's.
Is spore burst non-aggro like mass hypnosis? If so, you can consider opening with it. That will let you lay down debuffs and seeds without getting hammered. Then when you start with the aoe damage, and everything wakes up, they will already be debuffed, confused, etc.
I don't think I explained myself very well so to make sure that I'm clear.
When I toss Seeds I am tossing RI and LR at the same time... but I find that if the seeds is resisted and my target happens to be the one that doesn't move...
In Honesty I don't know why I am having such issues against the Tsoo, they are orange (the spirits) and red (The Sorc).
Should I toss the Immob first with a RI or two then seeds? The Alpha more often then not can really kill a toon (since it might be 3-4 shots at one time).
Is spore burst non-aggro like mass hypnosis? If so, you can consider opening with it. That will let you lay down debuffs and seeds without getting hammered. Then when you start with the aoe damage, and everything wakes up, they will already be debuffed, confused, etc.
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I don't think I explained myself very well so to make sure that I'm clear.
When I toss Seeds I am tossing RI and LR at the same time... but I find that if the seeds is resisted and my target happens to be the one that doesn't move... In Honesty I don't know why I am having such issues against the Tsoo, they are orange (the spirits) and red (The Sorc). Should I toss the Immob first with a RI or two then seeds? The Alpha more often then not can really kill a toon (since it might be 3-4 shots at one time). |
In general, Plant controllers should use Seeds as the opener. The only real exception is when you get Carrion Creepers, you can use them to draw aggro before Seeds.
I would suggest that the Plant controller should start with Seeds at the same time that BOTH Rad defenders are using RI. Then as the Plant Controller throws out Roots, the Defenders can use EF if some of the spawn was missed. Ling Rad isn't really all that helpful for reducing incoming damage.
If most of the foes were missed with Seeds, it might be time for the Plant Controller to throw out Vines . . . that's what you have it for.
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Tsoo Ancestor Spirits hit like freight trains (especially when orange con), resist immobilizes, and can stun. Your best bet is to make sure both Defenders drop Enervating Field at the start of the fight while you fire off Seeds, then drop Strangler on the Sorc before he can debuff your team or heal the ghosts. I wouldn't bother with using Roots unless you want it for damage, since it doesn't immobilize ghosts unless stacked... just land your toggle debuffs and spam holds and heals while the Defenders spam blasts and heals. If Seeds gets most of the ghosts you probably won't need the heals, but if it misses most of them three overlapping Radiant Auras will buy you some time. I'd suggest holding the debuff anchor ghost if the Sorc is confused, otherwise hold the Sorc.
If Seeds is missing a lot, have someone toss Radiation Infection first and then use Seeds. With three Rads even unslotted attacks should be at the to-hit cap, but if you are using Seeds first be sure it has enough accuracy. And remember you don't really have to use Seeds first, since Tsoo spirits have no ranged attacks... drop the debuffs from a distance and confuse them as they close in and you shouldn't miss many.
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In a low-level fight against the Tsoo there is one thing you must absolutely make sure to do, or you will lose the fight: mezz any Sorcerors you come across on sight. If they get on top of your group with Hurricane, you all take a huge ToHit debuff that will probably floor your chance to hit while they will stand around and heal the few enemies you do manage to hit.
A Mind or Illusion Controller can confuse them at range to take them out prior to the start of the fight. Plant might be able to Seed them as an opener, but if they're killing you a lot, make them your initial target when you throw the seeds. If you miss, use your single target hold immediately. The other two team members can do whatever they feel like. The Tsoo are one of those enemy groups where Controllers bring huge benefits to the team (later, expect similar solutions with Carnies, Malta, Knives of Artemis, and a few other trouble makers).
If something goes wrong and the Sorceror gets on top of you with Hurricane on, run away from it to get out of the debuff zone and then fire your single target hold to detoggle it from range. If the one of the Defenders has a single target mezz he or she can also use it to detoggle any Hurricanes.
Also, keep in mind not to put your toggle debuffs on a Sorceror. If it teleports somewhere else on the map it could aggro whatever group it ends up next to. Same goes for runners. Turn the debuff off if the enemy takes off or you might be meeting some new friends.
If you're finding that Seeds is missing a lot, you'll want to activate Radiation Infection first.
Its slow to activate (3.1s I think), and I doubt you'll be getting the -Defence on the Seeds of Confusion. Having the non-confused enemies come at you with Radiation Infection on them is not a huge risk, because the -To Hit shiould keep you safe for the timje it takes to fire off Seeds.
So RI first, Seeds second. Seeds will hit much more reliably then.
Against Tsoo, this may miss confusing the Sorcerors though, since they tend to teleport first when aggro'd. Hmmm...
With 3 rad infections down, seeds will be at the tohit cap, and the foes at the tohit floor.
That should be the opening power for each character, after that everything else should be easy.
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Thanks everyone, I am changing my attack sequence a little, hitting the RIs (2 of them) FIRST then tossing out seeds, I'll give it a shot.!
Hello All.
Sorry in advance for the long/cross post.
Ok, so here is the situation, I have a team with a a Rad Troller and 2 Rad Fender's. They are in their late 20's ATM.
What I am finding is that if Seeds of Confusion does not land well, the battle is usually lost, with at least a toon or two (or all of them) faceplanting.
My opening combo of attacks (again I have 3 toons) is the Troller tosses Seeds, with one of the Defenders hitting Lingering Radation and the other Radation Infection, after that the next round is the Troller using the AoE Immob and the two Fenders launching some AoE attcks.
If the seeds takes hold it's no problem, but the last mission that I did I faced off against the Tsoo, and I died 3 or 4 times against similar groups of 1 Sorceror and 3 or 4 Spirits. The Seeds did not hold and the AoE Immob also did not and they (The Spirits) causally walked over and needed me to death.
My question is, should I have a different opening sequence of powers? should I try to immob first? or hit 2 RI's with the Seeds? My Rad fenders (both Dual Pistol also have the Stun, and 2 of them is a Mag 6 to a single target at least). All three toons are Rad's so what combinations would be best?
Note: All Attacks or Debuffs are slotted (if possible) with maximum number of ACC and I am running Tactics as well, I am assuming that the Tsoo in question need more then a Mag 3?
Any advice would be appreciated.