/Rad attack sequence, advice?


BrandX

 

Posted

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.


 

Posted

I would probably suggest opening with Radiation Infection. -ToHit to keep you all standing.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

I'd suggest opening with Rad Infection as well. Probably followed closely by the controller's AoE immob.

As far as dealing with annoying enemies, your controller should have a single target hold they can use to lock down whatever.


 

Posted

Hold the sorcerers. Not at the very start of the battle, but as soon as possible. You probably also want to be laying down more rad debuffs in general.


 

Posted

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).


 

Posted

If you are having problems landing hits, definitely want to use RI first. I have plant/rad as well 2 acc in seeds, and RI can normally land max or near max confused targets on orange con mobs.

RI, SoC, then LR. If you have Creepers available they can be a serious opener as well.



Freedom Bound!!!