Radiation/Mental is amazing
The actual glow from radiation is Čerenkov radiation, created when charged particles pass through a medium where the speed of light is lower than the speed the particles are moving, and has a distinctive blue glow, characteristically visible in storage or cooling pools containing radioactive material:
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But on a note that is a bit more inline with the thread, yeah retro 50's green radiation is pretty cool and quite identifiable. Colored my MM attacks the same way as well.
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Green fire is still glorious regardless:
Wheee! Makes me want to get home and play him again, I think he's 33. |
@Joshua.
I've been playing a Rad/MM up recently and since I hit 40 I've been slotting him out with sets to softcap his S/L Def and get my perma hasten, cap'd HPs and all that other crap that helps keep me alive.
This also unfortunately ment that I was able to finely start soloing most missions at +1/+8 or harder which leads me to this post.
After just a single attack chain of:
Neutron Bomb/Drain Psyche/Irradiate/Psychic Shock wave
EVERYTHING up and runs away from me, fleeing in all directions up to 100 yards. I've only played up 3 blasters to 50 this being the 4th so I may not have the experience that some of you blaster junkies do, but from what I can tell there is absolutely nothing in the effects of that attack chain that should cause this.
I team quite often so I never noticed this happening until I got a halfway decent start to my IO build and could solo huge mobs by myself.
So please riddle me this. What gives?
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Debuffs OFTEN cause mobs to scatter.
I generally load up on Thunderstrike sets for Ranged defense on Blasters, and Thunderstrike has a nice global accuracy bonus plus good accuracy enhancement. Add in a Kismet 6% to-hit IO and a few incidental accuracy bonuses and I tend to hit +3s 95% of the time and +4s at least 75-80% of the time. Unless you fight +4s a lot or have low accuracy because you built for S/L defense you really won't need defense debuffs often. I admit the few times you do need them they're darn handy, but other secondary effects are useful a lot more often.
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Depends. Personally, I prefer more enemies over harder. In all games in all genre's across all the decades I've been playing games I think the number escalation is a complete cop-out on the designer's part and I just don't enjoy it. What I mean is, just giving them higher stat numbers doesn't make it "harder" to me. For me, that just makes it "more annoying".
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See how those thunderstrike global acc buffs hold up with a couple Nerva Spectrals on you, or hurricane from a Storm Shaman, or multi-stacked vengeance Nemesis.
You aren't fighting hard enough enemies if you find -def to be of no value. By hard enough I mean enemies that have powers that make the game harder, not just enemies that hit you harder and take longer to die.
I would say the same thing to anyone that says they find status protection to be unnecessary, or any other number of things that are too easy if you stick to the most mundane enemies to be found. If you find something unimportant it is becasue you aren't facing hard enough enemies. That is fine, as it is a conscious decision, but it is decidedly different from saying it has little or no value.
You guys have both mistaking "harder" with "higher level" and is not what I mean at all (well maybe a tiny bit, but not the focus of what I'm saying).
See how those thunderstrike global acc buffs hold up with a couple Nerva Spectrals on you, or hurricane from a Storm Shaman, or multi-stacked vengeance Nemesis. You aren't fighting hard enough enemies if you find -def to be of no value. By hard enough I mean enemies that have powers that make the game harder, not just enemies that hit you harder and take longer to die. I would say the same thing to anyone that says they find status protection to be unnecessary, or any other number of things that are too easy if you stick to the most mundane enemies to be found. If you find something unimportant it is becasue you aren't facing hard enough enemies. That is fine, as it is a conscious decision, but it is decidedly different from saying it has little or no value. |
I hope it does anyway.
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Three seems like overkill. If you have one in an aoe and one in the most common attack in your st chain, shouldn't that cover your bases pretty well?
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I'd also put it in an AOE just for general teaming as well.
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I've been playing a Rad/MM up recently and since I hit 40 I've been slotting him out with sets to softcap his S/L Def and get my perma hasten, cap'd HPs and all that other crap that helps keep me alive.
This also unfortunately ment that I was able to finely start soloing most missions at +1/+8 or harder which leads me to this post. After just a single attack chain of: Neutron Bomb/Drain Psyche/Irradiate/Psychic Shock wave EVERYTHING up and runs away from me, fleeing in all directions up to 100 yards. I've only played up 3 blasters to 50 this being the 4th so I may not have the experience that some of you blaster junkies do, but from what I can tell there is absolutely nothing in the effects of that attack chain that should cause this. I team quite often so I never noticed this happening until I got a halfway decent start to my IO build and could solo huge mobs by myself. So please riddle me this. What gives? |
Taking a lot of damage + debuffed + taking DoT = FFFFFUUUUU runrunrunrun
It's manageable on my Rad/Kin because with FS his AoEs hit stupid hard, but I also lead with Irradiate then Neutron Bomb which has a Rag proc in it so a fair few of the stuff it hits gets KDed. Irradiate Scourging helps a lot too.
For a Rad/MM Blaster...*shrug* you don't have any AoE slows or immobs. What you could do is use Irradiate later or last in your chain, so it's at least ticking away on them when they run off. The only problem with that is if you've got an Achilles -res proc in it, (which you should ), you won't have its benefit for your chain.
I think your best option is to lead with N.Bomb and PSW, then use Irradiate when they're already damaged so if/when they run it'll be still be hurting them. Doesn't matter if they scarper if they keel a few feet away
Edit: or take Provoke, ahahaha
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I have a Rad/Fire arouns 26 or so and plays fast and mows through mobs. As others have said rad slows down a bit later on - at least redside as my Rad/Dark found out.
Cosmic Burst is a cool and useful power.
The trouble with some powerset combinations is that they really bloom too soon and give a false impression of how good they are. Especially if all of the good powers are right at the front of development and it results in the character reaching their peak too soon. Character development is one of the main motivations to keep playing with the same character frequently. Having only returned to CoX yesturday I was pleased to see that Blasters had recieved Rad Blast because it is one of my favourite powersets howwever Corruptors and Defenders didn't really benefit much from the set because its DPS on those classes is low enough to really make combat difficult while solo.
The set is certainly an AoE heavy and close range combat specialist which tends to suggest it works best in a Blapper build. That suggests Energy, Mental and Fire would be ideal. The scary thing is that Focus Energy is one of the highest burst damage attack in the whole and so is Cosmic Blast, now both of those are capable of being put into a character that can also have Build-Up and Aim!!
Green fire is still glorious regardless:
Wheee!
Makes me want to get home and play him again, I think he's 33.
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