Rad/Sonic...Yes I know, another one.


Frosticus

 

Posted

I've been trying to figure out the best way to slot and IO this toon, and this is the best I've been able to come up with so far. I wanted to have decent Rech/Acc (both @ ~40%) as well as get over 30% Ranged Def. Anything else I'm missing? The endu seems manageable, which was my biggest concern with this combo initially. My budget is about $250M...which should be easily done considering I already have the Numina's unique in the SG base.

<>
I *did* skip Enervating Field to work in my other powers.....all the sonic attacks have 20% -Res Debuffs in them too. Keep this in mind before you e-cruicfy me.
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Tips/Comments/Suggestions?

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Rad.Sonic: Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Flight
Ancillary Pool: Dark Mastery

Hero Profile:
------------
Level 1: Radiant Aura Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31)
Level 1: Shriek Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(21)
Level 2: Scream Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Radiation Infection DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(48)
Level 6: Accelerate Metabolism Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(9), Efficacy-EndMod/Acc(9), Efficacy-EndMod/EndRdx(11)
Level 8: Howl Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34)
Level 10: Swift Flight-I(A)
Level 12: Lingering Radiation P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(34), P'ngTtl-Acc/EndRdx(37), P'ngTtl-Rng/Slow(39), P'ngTtl-EndRdx/Rchg/Slow(40), P'ngTtl--Rchg%(40)
Level 14: Health Numna-Regen/Rcvry+(A)
Level 16: Shout Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21)
Level 18: Mutation EndRdx-I(A)
Level 20: Hover Krma-ResKB(A), Zephyr-Travel(50), Zephyr-Travel/EndRdx(50)
Level 22: Amplify RechRdx-I(A), RechRdx-I(23)
Level 24: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(25), P'Shift-End%(27)
Level 26: Fly Srng-EndRdx/Fly(A), Srng-EndRdx(27), Zephyr-Travel(31), Zephyr-Travel/EndRdx(50)
Level 28: Siren's Song CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(40), CSndmn-Acc/EndRdx(43), CSndmn-Sleep/Rng(45), CSndmn-Acc/Sleep/Rchg(46)
Level 30: Fallout AirB'st-Acc/Dmg(A)
Level 32: EM Pulse Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(48), Lock-%Hold(48)
Level 35: Screech Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(37)
Level 38: Dreadful Wail C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(39), C'ngBlow-Acc/Rchg(39)
Level 41: Dark Consumption Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
Level 44: Dark Embrace TtmC'tng-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45)
Level 47: Soul Drain C'ngBlow-Acc/Rchg(A)
Level 49: Soul Transfer RechRdx-I(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Vigilance
Level 4: Ninja Run



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Posted

I have to question the inclusion of Fallout if you are not going to slot it for massive damage.

My Rad/Dark has two builds, one of which has mutation, fallout and vengeance, the other skips all three.

Mutation is handy for teaming, but fallout needs to be able to deal large amounts of damage. If you are choosing not to slot fallout, enervating field would be a better choice in that slot. Likewise, Soul Drain won't be all that useful with that slotting, and hasten would be a great power to substitute in there. (Or, for even better results, drop Dark Consumption and shift some of those slots around: with hasten and some global bonuses, you should have enough uptime on AM to obviate the need for DC entirely.)

Just two cents with some ideas to consider.


Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

-Don't just rebel, build a better world, comrade!

 

Posted

Agree, drop fallout, soul drain, and soul transfer.

Replace with EF, hasten and combat jumping. Move slots around a bit so they are adequately enhanced.

Pull that slow set out of lingering rad, it is horrible. Far better ways to get the ranged def than by gimping that power.

You mention already having numi regen IO? put it in rad aura and 6 slot that set for ranged def if you are that desperate. Before gimping LR at any rate.

The other option is to embrace veng>fallout>mutation, but you need to actually build for it!

This build is like your first one, very affordable (as you already have the numi), but should do just about everything better. It makes the changes mentioned above and a bit more, so if that is non-negotiable then ymmv.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!




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Posted

Quote:
Originally Posted by Smersh View Post
I have to question the inclusion of Fallout if you are not going to slot it for massive damage.

My Rad/Dark has two builds, one of which has mutation, fallout and vengeance, the other skips all three.

Mutation is handy for teaming, but fallout needs to be able to deal large amounts of damage. If you are choosing not to slot fallout, enervating field would be a better choice in that slot. Likewise, Soul Drain won't be all that useful with that slotting, and hasten would be a great power to substitute in there. (Or, for even better results, drop Dark Consumption and shift some of those slots around: with hasten and some global bonuses, you should have enough uptime on AM to obviate the need for DC entirely.)

Just two cents with some ideas to consider.
I'm not super fond on putting lots of influence (subjectively) in a character that will probably not be played as much as my scrappers or blasters (b/c of the low dmg)...so I'd like to make the most of the IO's in a single build. I'm building this guy as a break from the norm to handle himself *decently* solo, and team *well enough*...even help out on some 52-54 BM/Warriors as needed. I am unlikely to be going after any AV's or GM's, but I will certainly assist the SG teams who do so.

About the choices and slotting: I felt obligated to get Mutation, as a defender, and I thought the slots should be more devoted to aiding/debuffing...and increasing my +Ranged Def so that I actually live to do those things...rather than a nuke I can only use when someone face-plants, but still keeping it for my *Oh crap*. I certainly see the value in your logic and thank you for your perspective, however. I certainly would like some more recharge as well!


 

Posted

Get Enervating Field. Yes, /Sonic has great resistance debuffs but you've got to attack constantly to keep them up and that's still only on a single target. EF will debuff the resistance of a target even while you're doing other stuff. It also debuffs damage and damage debuffs are made more effective by resistance debuffs, so EF+/Sonic blasts = neutered AV damage. The end cost is high but nothing else about the power is slottable so 2 end rdx is all you need. It animates fast and is fantastic. Don't skip it.

tl;dr: /Sonic or not, you need Enervating Field. It's a cornerstone power of Rad and will help greatly in soloing and teaming.


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

Posted

Quote:
Originally Posted by SkillyHizoh View Post
(b/c of the low dmg)
in a rad/sonic thread, lolwut?

honestly though, if you're just wanting a defender for the everyday pug, solo ok, and farming help and don't wanna spend the inf on making it amazing (which it can) it sounds to me like you'd be better off going with something like kin/, cold/ or dark/ (hell even TA if you wanna be really different). just because rad is a superb when it has something to anchor and in general teams those anchors will die are more quick i guess, for lack of a better term. basically the difference between toggle debuffs and click debuffs, or in kin's case + damage which is essentially the same thing.

EDIT: here's the build i would use with a low budget 30 ranged, 42 rech before AM or hasten and 30 acc with kismit proc(which is acc but still)

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Radiant Aura -- Dct'dW-Rchg(A), Dct'dW-Heal(7), Dct'dW-Heal/EndRdx(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(15)
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(17), Efficacy-Acc/Rchg(19), Efficacy-EndMod/Acc(19), Efficacy-EndMod/EndRdx(21)
Level 6: Hurdle -- Jump-I(A)
Level 8: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-Rchg/EndRdx(21), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitDeb/EndRdx(25), Achilles-ResDeb%(39)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
Level 18: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(33)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(34), P'Shift-End%(34)
Level 22: Lingering Radiation -- Acc-I(A), Acc-I(34), RechRdx-I(36), RechRdx-I(36)
Level 24: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(37), Ksmt-ToHit+(37)
Level 26: Amplify -- RechRdx-I(A), RechRdx-I(37)
Level 28: Assault -- EndRdx-I(A), EndRdx-I(39)
Level 30: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 32: Fallout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(42)
Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(43)
Level 38: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Winter-ResSlow(45), LkGmblr-Rchg+(46)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46), ResDam-I(46)
Level 47: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

 

Posted

Alright guys...here's what I did:

Dropped the Dark Epic
Added Hasten
Picked up the Power Mastery BuildUp & +Res
Dropped EM Pulse
Slotted LR so it's up (almost) permanently
Added Maneuvers to compensate for some more +Def
Added EF

Thanks for the suggestions! I'm going to keep Mutation on this guy b/c I feel it just goes with him...I am a defender after all. (Plus when my SG mate farms AE Ticks it'll be nice to have Fallout + Mutation to keep it going smoothly since he's a blapper)...I did keep the Tier9 AoE from the Secondary and the cone Sleep b/c I see those being useful in certain situations. Hopefully this build will be able to do a little bit if everything well. The only other change I'm thinking about is picking up Hasten earlier and doing Combat Jumping + SS instead of Hover + Flight. (Unless you guys find any other big oops in the build)

Anyway...here's where I'm at.

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Enervating.Shockwave: Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Power Mastery

Hero Profile:
------------
Level 1: Radiant Aura Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31)
Level 1: Shriek Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(21)
Level 2: Scream Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Radiation Infection DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(48)
Level 6: Accelerate Metabolism Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(9), Efficacy-EndMod/Acc(9), Efficacy-EndMod/EndRdx(11)
Level 8: Howl Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34)
Level 10: Swift Flight-I(A)
Level 12: Lingering Radiation Acc-I(A), Acc-I(34), RechRdx-I(37), RechRdx-I(39)
Level 14: Health Numna-Regen/Rcvry+(A)
Level 16: Shout Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21)
Level 18: Mutation EndRdx-I(A)
Level 20: Hover Ksmt-ToHit+(A), Zephyr-Travel(50), Zephyr-Travel/EndRdx(50)
Level 22: Amplify RechRdx-I(A), RechRdx-I(23)
Level 24: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(25), P'Shift-End%(27)
Level 26: Fly Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
Level 28: Siren's Song CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(40), CSndmn-Acc/EndRdx(43), CSndmn-Sleep/Rng(45), CSndmn-Acc/Sleep/Rchg(46)
Level 30: Fallout Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(43)
Level 32: Maneuvers RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-EndRdx(43)
Level 35: Screech Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(37)
Level 38: Dreadful Wail C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(39), C'ngBlow-Acc/Rchg(39)
Level 41: Power Build Up RechRdx-I(A), RechRdx-I(42)
Level 44: Temp Invulnerability S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(45)
Level 47: Hasten RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Enervating Field EndRdx-I(A), EndRdx-I(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Vigilance
Level 4: Ninja Run



| Copy & Paste this data into Mids' Hero Designer to view the build |
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Posted

it looks alright for general teaming. i would still fit in a fortuanta hypnosis set in siren's song for the easy purp set (very cheap)


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

 

Posted

Quote:
Originally Posted by PC_guy View Post
it looks alright for general teaming. i would still fit in a fortuanta hypnosis set in siren's song for the easy purp set (very cheap)
It may be cheap by comparison, but the recipes + salvage is still over half my budget. I get 6.25% rech (vs 10%) from the sleep set I have now, and they're much cheaper. Maybe I'll work them into the guy if I get lucky on some rolls...

Thanks for the tips!


 

Posted

well i mean call of the sandman is a rare set(by definition anyway) so salvage is going to be just as expensive. and i mean each one is like 5-6 mill each, which is well under half your budget and you get em while ex'd. assuming you're crafting everything, although if you buy crafted thats generally more expensive anyway so still.

but whatever


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

 

Posted

Quote:
Originally Posted by PC_guy View Post
well i mean call of the sandman is a rare set(by definition anyway) so salvage is going to be just as expensive. and i mean each one is like 5-6 mill each, which is well under half your budget and you get em while ex'd. assuming you're crafting everything, although if you buy crafted thats generally more expensive anyway so still.

but whatever
I see your point...but since we're splitting hairs .....

As of this morning all of the CotS recipies (the entire set of 5 I need) can be purchased for under 2m total. The each require 1 rare salvage each, so...(5x3m<rare salvage>) + 2m for recipes = under 20m for the entire set, crafted with common salvage.

vs.

Around 6-7m each for FH recipes, 3 rare salvage per recipe at 3m each...all times 5. That's 75m crafted (recipe costs + salvage) vs 20m. Big difference on a smaller budget.

I still may drop them on the guy down the road if I get lucky and get some unexpected funds.

Thanks again for all the tips. These forums are such a tremendous help!