Rad/Sonic Help


Fulmens

 

Posted

So I've typically been a blaster/scrapper and this is my first attempt at IOing a Fender so be easy on my fender noobness.

Currently I'm trying to avoid purps in this build although they may be put in certain places at some point.

I did take into account for the BotZ nerf and have about 42% range def and with RI that puts me at or around the softcap against affected foes?

Any criticism/suggestions are welcome

Hero Plan by Mids' Hero Designer 1.621
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d: Level 50 Technology Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Radiant Aura

  • (A) Numina's Convalescence - Heal/Endurance: Level 50
  • (3) Numina's Convalescence - Endurance/Recharge: Level 50
  • (3) Numina's Convalescence - Heal/Recharge: Level 50
  • (5) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
  • (5) Numina's Convalescence - Heal: Level 50
  • (7) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 1: Shriek
  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (7) Thunderstrike - Damage/Endurance: Level 50
  • (9) Thunderstrike - Damage/Recharge: Level 50
  • (9) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (11) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (11) Thunderstrike - Damage/Endurance/Recharge: Level 50
Level 2: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod: Level 50
  • (13) Efficacy Adaptor - EndMod/Recharge: Level 50
  • (13) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
  • (15) Efficacy Adaptor - Accuracy/Recharge: Level 50
  • (15) Efficacy Adaptor - EndMod/Accuracy: Level 50
  • (17) Efficacy Adaptor - EndMod/Endurance: Level 50
Level 4: Radiation Infection
  • (A) Dark Watcher's Despair - To Hit Debuff: Level 50
  • (17) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50
  • (19) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
  • (19) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
  • (21) Achilles' Heel - Chance for Res Debuff: Level 20
Level 6: Howl
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (23) Positron's Blast - Damage/Endurance: Level 50
  • (23) Positron's Blast - Damage/Recharge: Level 50
  • (25) Positron's Blast - Damage/Range: Level 50
  • (25) Positron's Blast - Accuracy/Damage/Endurance: Level 50
Level 8: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (27) Recharge Reduction IO: Level 50
  • (29) Recharge Reduction IO: Level 50
Level 10: Hurdle
  • (A) Jumping IO: Level 50
Level 12: Lingering Radiation
  • (A) Pacing of the Turtle - Accuracy/Slow: Level 50
  • (29) Pacing of the Turtle - Damage/Slow: Level 50
  • (31) Pacing of the Turtle - Accuracy/Endurance: Level 50
  • (31) Pacing of the Turtle - Range/Slow: Level 50
  • (31) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50
  • (33) Pacing of the Turtle - Chance of -Recharge: Level 50
Level 14: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 16: Shout
  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (33) Thunderstrike - Damage/Endurance: Level 50
  • (33) Thunderstrike - Damage/Recharge: Level 50
  • (34) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (34) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (34) Thunderstrike - Damage/Endurance/Recharge: Level 50
Level 18: Health
  • (A) Regenerative Tissue - +Regeneration: Level 30
Level 20: Stamina
  • (A) Efficacy Adaptor - EndMod: Level 50
  • (21) Efficacy Adaptor - EndMod/Endurance: Level 50
  • (36) Efficacy Adaptor - EndMod/Recharge: Level 50
  • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
  • (36) Efficacy Adaptor - Accuracy/Recharge: Level 50
  • (37) Efficacy Adaptor - EndMod/Accuracy: Level 50
Level 22: Enervating Field
  • (A) Endurance Reduction IO: Level 50
  • (37) Endurance Reduction IO: Level 50
Level 24: Hover
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (39) Luck of the Gambler - Defense: Level 50
Level 26: Scream
  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (27) Thunderstrike - Damage/Endurance: Level 50
  • (43) Thunderstrike - Damage/Recharge: Level 50
  • (43) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (43) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (45) Thunderstrike - Damage/Endurance/Recharge: Level 50
Level 28: Maneuvers
  • (A) Luck of the Gambler - Defense: Level 50
  • (37) Luck of the Gambler - Recharge Speed: Level 50
  • (39) Luck of the Gambler - Defense/Endurance: Level 50
Level 30: Amplify
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
  • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
  • (42) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
Level 32: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 35: Mutation
  • (A) Recharge Reduction IO: Level 50
Level 38: Dreadful Wail
  • (A) Stupefy - Accuracy/Recharge: Level 50
  • (39) Stupefy - Endurance/Stun: Level 50
  • (45) Stupefy - Accuracy/Endurance: Level 50
  • (46) Stupefy - Stun/Range: Level 50
  • (46) Stupefy - Chance of Knockback: Level 50
  • (46) Stupefy - Accuracy/Stun/Recharge: Level 50
Level 41: Dominate
  • (A) Lockdown - Accuracy/Hold: Level 50
  • (48) Lockdown - Accuracy/Recharge: Level 50
  • (48) Lockdown - Recharge/Hold: Level 50
  • (48) Lockdown - Endurance/Recharge/Hold: Level 50
  • (50) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
  • (50) Lockdown - Chance for +2 Mag Hold: Level 50
Level 44: Mind Over Body
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (50) Reactive Armor - Resistance/Endurance: Level 40
Level 47: Assault
  • (A) Endurance Reduction IO: Level 50
Level 49: Vengeance
  • (A) Luck of the Gambler - Recharge Speed: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Vigilance
Level 4: Ninja Run



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Posted

As far as the IOs go you have a pretty good idea what you're doing. I just have some power change suggestions. Pull out dreadful wail and replace it with screech (keeping the same slotting) since screech is the best debuffing power available in sonic blast and then take out amplify and replace it with chocking cloud (replacing it with full lockdown) since it's a more useful power and gives better set bonuses.


 

Posted

Quote:
Originally Posted by Garent View Post
As far as the IOs go you have a pretty good idea what you're doing. I just have some power change suggestions. Pull out dreadful wail and replace it with screech (keeping the same slotting) since screech is the best debuffing power available in sonic blast and then take out amplify and replace it with chocking cloud (replacing it with full lockdown) since it's a more useful power and gives better set bonuses.
Definitely like both of those suggestions, especially since I am not so familiar with sonic blast and have read mixed reviews on choking cloud, plus it gives me a tad more ranged defense.

What would be a typical attack chain for Sonic Blast?
Any better suggestions for power picks besides Assault and Veng? (those were sort of just filler powers due to lack of slots left)

*EDIT*
Also replaced the Regen Tissue proc with the Miracle proc


 

Posted

Don't drop Aim, if you want to drop a power and pick up CC for the Lockdown set, drop Shout instead.


 

Posted

Many think that EM Pulse is the best hold in the game. I've found that the -Recovery isn't that big a deal, especially on teams. I've fired it off while running RI and EF, and still have END left by the time the -Rec debuff has worn off.

You might consider that instead of Choking Cloud and use Lockdown.


 

Posted

Quote:
Originally Posted by Rodion View Post
Many think that EM Pulse is the best hold in the game. I've found that the -Recovery isn't that big a deal, especially on teams. I've fired it off while running RI and EF, and still have END left by the time the -Rec debuff has worn off.

You might consider that instead of Choking Cloud and use Lockdown.
Yep, that's a valid suggestion too.

And if you're worried about end you can always grab Power Sink from Elec Mastery


 

Posted

Ok, I replaced Choking Cloud with EMP Pulse, dropped shout and picked back up Aim. Also took the Elec pool and slotted Trap of Hunter into Electric Fence and picked up Power Sink.

Here is the build as I have it now. If anybody wants to play around with it please do so.
So would my attack chain be shriek, scream, and howl?

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Posted

Slot E-Fence for damage, use a Thunderstrike set (it's a very good attack).

Your attack chain will be Shriek, Scream, E-Fence.


 

Posted

Alright, slotted E-Fence with Thunderstrike

Thanks everybody for your help, if there are any other things y'all see just let me know.


 

Posted

The only thing I can think to add would be to seriously consider working in the Positron's Blast proc in Howl. It seems to go off quite a lot and with enough global recharge Howl becomes quite spammable. Mind you I'm with Kinetics/Sonic so endurance is less of an issue but still something that could work. Also Siren's Song is a very slot-effective sleep, and with practice can really up your solo survivability (rad toggles won't break the sleep). Mass Hypnosis would be easier to use, but Siren's recharges much much quicker so worth thinking about. I wouldn't be without it for Fulcrum Shift.


Defiant EU
Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor

 

Posted

Quote:
I did take into account for the BotZ nerf and have about 42% range def and with RI that puts me at or around the softcap against affected foes?
... wait, what?

RI, against +3 enemies, gives you about 30% To Hit debuff. So 20% range def would softcap you in that situation.

Maybe if you were planning on soloing AV's (which have huge resist to To Hit debuff) or something you'd need that much Defense, but most of the time that's huge overkill. (I don't know if "most" is "51%" or "99%"; it probably depends on your playstyle. )


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
... wait, what?

RI, against +3 enemies, gives you about 30% To Hit debuff. So 20% range def would softcap you in that situation.

Maybe if you were planning on soloing AV's (which have huge resist to To Hit debuff) or something you'd need that much Defense, but most of the time that's huge overkill. (I don't know if "most" is "51%" or "99%"; it probably depends on your playstyle. )
Ah, that makes sense. I was just basing that number on memory from what I had seen here on the forums. I'm a fender noobie


 

Posted

Sort of a Necro-post.

I was researching Rad/Sonic and this is one thread that popped up in the search.

I currently have in my build (only theoretical, don't have the defender yet) that RI is -41.9% to hit. So I figured 10-15% def would be enough. Is that not correct, how can I calculate how much the purple triangles of doom will detract from RI, as well as GM's debuff Resistance?



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.