rad/sonic build...what do u think??


chief_beef

 

Posted

another of my update projects.

i've got my AM and hasten very close to perma and some decent ranged def. i use this toon for tf's and av's/gm's or anything that needs a good debuffin'.

my questions are can this pack enough punch to solo an av? would a different epic be better for bonuses, survivability, offense?

i just like to put my potential builds out for any advice i might get before i commit to them.

thanks for any help

Hero Plan by Mids' Hero Designer 1.707
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: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(3), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17)
Level 1: Shriek -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg(37)
Level 2: Radiation Infection -- HO:Enzym(A), HO:Enzym(34), Achilles-ResDeb%(42)
Level 4: Scream -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg(37)
Level 6: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(7), Efficacy-EndMod/Rchg(13), Efficacy-EndMod/Acc/Rchg(19)
Level 8: Enervating Field -- EndRdx-I(A), EndRdx-I(42)
Level 10: Howl -- Posi-Dam%(A), Posi-Dmg/Rchg(11), Posi-Dmg/EndRdx(11), Posi-Acc/Dmg(19), Posi-Acc/Dmg/EndRdx(29), RechRdx-I(43)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(50)
Level 18: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod(40)
Level 22: Lingering Radiation -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(23), TmpRdns-Acc/EndRdx(23), RechRdx-I(46), Acc-I(46)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(27)
Level 28: Siren's Song -- FtnHyp-Plct%(A), FtnHyp-Sleep/EndRdx(29), FtnHyp-Sleep/Rchg(31), FtnHyp-Acc/Sleep/Rchg(31), FtnHyp-Acc/Rchg(34)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(31)
Level 32: EM Pulse -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(33), UbrkCons-Hold(34)
Level 35: Screech -- Stpfy-Stun/Rng(A), Stpfy-Acc/EndRdx(36), Stpfy-KB%(36), Stpfy-EndRdx/Stun(36), Stpfy-Acc/Stun/Rchg(37), Stpfy-Acc/Rchg(43)
Level 38: Dreadful Wail -- Erad-Acc/Dmg/Rchg(A), Erad-%Dam(39), Erad-Dmg/Rchg(39), C'ngBlow-Dmg/Rchg(39), C'ngBlow-Acc/Rchg(40), C'ngBlow-Acc/Dmg(40)
Level 41: Power Build Up -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Build%(48), GSFC-ToHit/Rchg(48), GSFC-ToHit/EndRdx(50), GSFC-ToHit(50)
Level 44: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(45), RctvArm-ResDam/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(46)
Level 47: Force of Nature -- RechRdx-I(A)
Level 49: Mutation -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run


 

Posted

That has to be the most intriguing slotting for a PBAoE power I've ever seen. I've never seen someone try to milk ranged defense from those sets.

Anyway, I'd suggest switching to the electric epic. It gives you electric fence, which is very useful against archvillains, and power sink, which will allow you to immediately recover from dreadful wail's crash if you have a blue inspiration.

Hero Plan by Mids' Hero Designer 1.707
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: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(3), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17)
Level 1: Shriek -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg(37)
Level 2: Radiation Infection -- HO:Enzym(A), HO:Enzym(34), Achilles-ResDeb%(42)
Level 4: Scream -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg(37)
Level 6: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(7), Efficacy-EndMod/Rchg(13), Efficacy-EndMod/Acc/Rchg(19)
Level 8: Enervating Field -- EndRdx-I(A), EndRdx-I(31)
Level 10: Howl -- Posi-Dam%(A), Posi-Dmg/Rchg(11), Posi-Dmg/EndRdx(11), Posi-Acc/Dmg(19), Posi-Acc/Dmg/EndRdx(29), RechRdx-I(43)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(50)
Level 18: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod(40)
Level 22: Lingering Radiation -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(23), TmpRdns-Acc/EndRdx(23), RechRdx-I(46), Acc-I(46)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(27)
Level 28: Siren's Song -- FtnHyp-Plct%(A), FtnHyp-Sleep/EndRdx(29), FtnHyp-Sleep/Rchg(31), FtnHyp-Acc/Sleep/Rchg(31), FtnHyp-Acc/Rchg(34)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(42)
Level 32: EM Pulse -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(33), UbrkCons-Hold(34)
Level 35: Screech -- Stpfy-Stun/Rng(A), Stpfy-Acc/EndRdx(36), Stpfy-KB%(36), Stpfy-EndRdx/Stun(36), Stpfy-Acc/Stun/Rchg(37), Stpfy-Acc/Rchg(43)
Level 38: Dreadful Wail -- Erad-Acc/Dmg/Rchg(A), Erad-%Dam(39), Erad-Dmg/Rchg(39), C'ngBlow-Dmg/Rchg(39), C'ngBlow-Acc/Rchg(40), C'ngBlow-Acc/Dmg(40)
Level 41: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 44: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(45), RctvArm-ResDam/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(46)
Level 47: Power Sink -- EndMod-I(A)
Level 49: Mutation -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run



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Posted

lol...i figured i was close enough to perma AM and hasten that i'd sacrifice the 5% recharge for a little extra def

i was considering electric because of some other defender posts i've seen. thanks for the comments. i think im gonna give this a whirl. i already have a lot of the expensive stuff slotted in the current build so that helps...

btw, do u think it could handle an av if i get stuck in a dark alley with one? :P


 

Posted

I can't see how much ranged defense you're rocking, since Mac Mid's doesn't exist, but I'll throw down a maybe. If you're rocking enough mitigation, sure. Getting the damage on a Rad/Sonic is more or less a non-issue between Lingering Radiation, stacking -res, and a decent attack chain. My own Rad/Sonic could bring an AV down if she had the both the endurance and the mitigation. She doesn't though and that's fine because I didn't build her to solo AVs.

Anyway, if you were wanting a serious AV soloist, I'd recommend dropping EM Pulse, Dreadful Wail, and Mutation. Outside of IO mules, those powers are useless soloing AVs. End Crash/Recovery Crash against an AV, even for a moment, could easily be fatal. I'd say pick up Amplify (if I recall, Guassian's has a defense bonus in it, don't remember the type though), Hover for those times the AV refuses to be immobilized (that'll require ditching either Leadership or Leaping, I'd recommend the latter since you can just replicate the sets in Hover/Fly), and something else. Maybe Shout for more damage or Maneuvers for more Defense if you don't drop Leadership for Flight. Or maybe Tactics to set mule while having a better edge against AVs that pop stuff like Elude.


 

Posted

yeah, im considering an alt build just for av soloing. i generally play this toon on teams so i was focusing on that with this build and just curious as to where i stood at the moment. if i do make that alt build i will pick up amplify and switch back to flight.

by the way, the ranged defense is at 30% since u cant see it.

thanks for commenting


 

Posted

Quote:
Originally Posted by chief_beef View Post
btw, do u think it could handle an av if i get stuck in a dark alley with one? :P
With the right inspiration choices you should be able to take the easier ones without a problem I think. I'd suggest avoiding amplify though. It's not as useful for sonic blast as it is for other sets.


 

Posted

Quote:
Originally Posted by TwilightPhoenix View Post
Anyway, if you were wanting a serious AV soloist, I'd recommend dropping EM Pulse, Dreadful Wail, and Mutation. Outside of IO mules, those powers are useless soloing AVs. End Crash/Recovery Crash against an AV, even for a moment, could easily be fatal. I'd say pick up Amplify (if I recall, Guassian's has a defense bonus in it, don't remember the type though), Hover for those times the AV refuses to be immobilized (that'll require ditching either Leadership or Leaping, I'd recommend the latter since you can just replicate the sets in Hover/Fly), and something else. Maybe Shout for more damage [...]
All of this: Seconded.

Nukes are fun, but unnecessary. Although EMP's regen debuff is amazing if you can use it solo without killing yourself, Dreadful Wail and Mutation aren't so useful for a solo-AV-killer.

I'd doubt that your current build has a clean ST attack chain, and it'll want that for AVs, so you'll probably need Shout.

While I'm all about Sonic's Res debuff, its actual DPS is bit weak, and you feel that solo, so Amplify is a good investment.

Hover/Flight gives you mitigation beyond Siren's Song, and is a better pairing (in my experience) for a Ranged-Def Rad/Sonic build than CJ.


 

Posted

Quote:
Originally Posted by Harkness View Post
I'd doubt that your current build has a clean ST attack chain, and it'll want that for AVs, so you'll probably need Shout.

While I'm all about Sonic's Res debuff, its actual DPS is bit weak, and you feel that solo, so Amplify is a good investment.

Hover/Flight gives you mitigation beyond Siren's Song, and is a better pairing (in my experience) for a Ranged-Def Rad/Sonic build than CJ.
what about shriek, scream, electric fence as a ST attack chain? or is that too weak?

the solo build would use flight instead of leaping, and drop the nuke in favor of shout (or does the above chain remove the need for shout?). i could also drop mutation for amplify. EMP pulse is still up in the air. if i did drop it i'm thinking maybe pick up tactics in it's place? thoughts?

nobody seems to think i should drop siren's song which is good because i like the power and the cheap purple set.

thanks again for all the help.


 

Posted

Quote:
Originally Posted by chief_beef View Post
what about shriek, scream, electric fence as a ST attack chain? or is that too weak?
It's very viable. The chain you want to use is shriek, scream, shriek, electric fence. It's only slightly less damaging than using shout. The endurance efficiency is worse, but I don't think that will be an issue for you.

Link to data here.
The electric fence chain puts out about 41.19 dps before damage enhancements, and replacing it with shout results in 43.74 dps.


 

Posted

Quote:
Originally Posted by Garent View Post
It's very viable. The chain you want to use is shriek, scream, shriek, electric fence.
No.

Shriek, Scream, E-Fence is better


 

Posted

Data?


 

Posted

I'm assuming it's because the DPA of elec fence is barely higher than shriek. So you want it to be used more often.
And luckily the recharges of all 3 powers are already quite low, so getting the necessary recharge to sustain that chain won't be difficult at all.


Quote:
Originally Posted by Iggy_Kamakaze View Post
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
http://boards.cityofheroes.com/showthread.php?t=260718
^Professional Katana/regen build thread

 

Posted

Quote:
Originally Posted by Garent View Post
I'd suggest avoiding amplify though. It's not as useful for sonic blast as it is for other sets.
...How do you figure? You're already stacking -res on a target, so any damage buffs will be even more effective than with a primary that doesn't debuff resistance. Let's say you've got a target at -20% res just through your Sonic attacks, and then you throw a 50% damage bonus on top of that (I know that's not what Amplify's bonus is, but it makes for easier math). You'll be doing quite a bit more damage on a target than would someone whose target was at 0% resistance.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by Elegost View Post
I'm assuming it's because the DPA of elec fence is barely higher than shriek. So you want it to be used more often.
By this logic, energy blast should do more damage than sonic blast, since power bolt has a higher dpa than electric fence.

Quote:
Originally Posted by macskull View Post
...How do you figure? You're already stacking -res on a target, so any damage buffs will be even more effective than with a primary that doesn't debuff resistance.
It's because amplify increases the damage of future attacks, meanwhile your sonic blast attacks increase the damage of future attacks AND deal damage. By using amplify, you essentially trade 20% -res and an attack for 50% +dam. Also, amplify becomes less useful the more damage buffs you have. Accelerate metabolism and solo vigilance are 55% damage buffing as it is. Aim isn't useless, but it's definitely less useful for this particular build than it is for others.


 

Posted

Quote:
Originally Posted by Garent View Post
It's because amplify increases the damage of future attacks, meanwhile your sonic blast attacks increase the damage of future attacks AND deal damage. By using amplify, you essentially trade 20% -res and an attack for 50% +dam. Also, amplify becomes less useful the more damage buffs you have. Accelerate metabolism and solo vigilance are 55% damage buffing as it is. Aim isn't useless, but it's definitely less useful for this particular build than it is for others.
While it's true that the time spent using Amplify is time that could have been spent using another attack (Shriek, in this case, as its 1.0-second animation is closest to Amplify's 1.17-second animation), you're putting out more damage during Amplify's ten-second window than you would be if you had just been using attacks instead. Basically you're trading one attack's worth of -res (-13% res for 5 seconds, if used by a Blaster, which is enough to fit in two or three attacks) for several damage-boosted attacks. Amplify's 62.5% damage bonus (again, Blaster numbers here) is significantly more powerful than the -res generated by the one attack you'd have used during its activation time, not to mention +dam isn't resisted, whereas -res sometimes is. For example, if your target has 30% resistance to all damage, that -13% res is reduced to something like -9%. Meanwhile, if you have a 62.5% damage buff, you'll still have that damage buff no matter what resistance your target has.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Yeah, it's better on a blaster because amplify is more powerful for them and because their debuffs are less powerful.

Also, you're confused on how resistance debuffing works.

http://wiki.cohtitan.com/wiki/Resist...28Mechanics%29

Here's a snip from that article

Quote:
To answer this, we need to know how much of that -22.5% resistance will be resisted. Since Enervating Field is resistable, we know that it will be resisted by the resistance value it is debuffing. Since Damage types are independent of one another it is necessary to calculate the new resistance debuffs separately. In this case the Tanker would end up with 32.625% Lethal Resistance and 2% Energy Resistance. Though this might seem to make it difficult to gauge the usefulness of resistance debuffs, it is important to note that this Tanker will still take 22.3% more damage from all attacks.
a 20% resistance debuff will always result in 20% extra damage (assuming no other debuffs) in the same way that a 50% damage buff will always result in 50% extra damage (assuming no other buffs).


 

Posted

Amplify has the exact same animation time as electric fence, and that's the power that amplify would replace in a chain if it's up, so I can actually do the numbers on it without having to make another graph.

Factoring in enervating field, here's how much damage these powers will do in a chain of shriek, scream, shriek, electric fence before any damage buffs.

electric fence - 70.13
shriek - 51.68
scream - 98.26

In the span of amplify, you can get off three shrieks, two screams, and one electric fence before it wears off. All of those together deal 421.69 damage, so that means that amplify contributes 210.85 extra damage. This is pretty good for a power that takes slightly over a second to go off.

Now we compare that to electric fence's unamplified damage with accelerate metabolism and solo vigilance, to see just how much benefit amplify has given over it.

damage buffs - 95+25+30 = 150%
electric fence buffed - 175.33
shriek - 129.2
scream - 245.65

with amplify - 200% buffing
electric fence - 210.39
shriek - 155.04
scream - 294.78

So amplify's contribution is an extra 35.52 extra damage each time it's up.

To compare:
three shrieks, two screams, two fences = 387.6+491.3+350.66 = 1229.56 damage
amplify, three shrieks, two screams, one fence = 1265 damage

That's right. The amplify chain does less than 3% more damage than the unamplified chain. Considering that amplify is not perma-able and there will be extended times where it's not up, its total impact on your DPS will actually be much less than this.


 

Posted

wow. you really broke it down for us. thanks for the thorough explanation.

i can see how it's skippable for the team build but if i have a dedicated av build should i take it for the times when i could use a boost in to hit? or just rely on the rad toggles to help me get my shots in? i have used it before to ensure lingering rad hits against particularly tough mobs and av's. is this overkill on my part?


 

Posted

My suggestion for slotting shriek is: try to fit in 1 set of decimation (minus the ctbu) and the proc from apocalypse. Since the debuffs affect the proc-damage, you really buff your damage output from shriek. On my fifties i see values like 55-55 (the shriek damage) + 164 from the proc. The proc chance is 33%. it´s firing often. I can tell you. My must have proc for the fastest ranged attack.

Since I´m trippleboxing, today I absolved the synapse taskforce with my 2 rad/sonics and my Bubble/sonic (all started at lvl 20 and were 23 at the end). I was shocked when I saw how they managed to kill babbage (only his running was nerving). More disturbing was the endfight with the Clockwork King. He fell in 30 seconds....

One question that still interests me, since I´m no math-genie: As someone mentioned, the -res affects the - damage component of EF. So, if i succeed to build up -160% res, how much -dam% is given when the starting point were 2 EF = -50% dam. On Babbage, it felt like he was debuffed to hell. Even when i was hit, he did almost no damage. So, healing was rather seldom needed.


 

Posted

Actually, I'd say it's the opposite. If you took amplify it wouldn't be useful against AVs, but it has a few uses on teams against regular enemies. Amplify gives dreadful wail about 90 extra damage, which can make the difference between enemies being almost down and actually down. You have more than enough accuracy set bonuses to make sure you're always hitting things, but if you absolutely MUST hit some +3-4 vengeance stacked nemesis with your siren's song, amplify will help you do that.

Amplify is nice in builds since it doesn't need any slots, so if you think one of those situations is worth a power pick, go for it.

EDIT: I'm not sure what Babbage's base resistances are, so I can't say how effective damage debuffs are on him.


 

Posted

I tweaked the build from above, so i could fit a apoc-proc in shriek. Well 1,x% more recharge (hehe, got even rid of the purple set and 1 LOTG...but bazilisk gaze and decimation are costy, so no win on the costside I assume) 1,1 more ranged def.


Hero Plan by Mids' Hero Designer 1,707
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: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(3), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17)
Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/Dmg/Rchg(5), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(15), Apoc-Dam%(37)
Level 2: Radiation Infection -- HO:Enzym(A), HO:Enzym(34), Achilles-ResDeb%(42)
Level 4: Scream -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg(37)
Level 6: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(7), Efficacy-EndMod/Rchg(13), Efficacy-EndMod/Acc/Rchg(19)
Level 8: Enervating Field -- EndRdx-I(A), EndRdx-I(31)
Level 10: Howl -- Posi-Dam%(A), Posi-Dmg/Rchg(11), Posi-Dmg/EndRdx(11), Posi-Acc/Dmg(19), Posi-Acc/Dmg/EndRdx(29), RechRdx-I(43)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(50)
Level 18: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod(40)
Level 22: Lingering Radiation -- Acc-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 28: Siren's Song -- FtnHyp-Plct%(A), FtnHyp-Sleep/EndRdx(29), FtnHyp-Sleep/Rchg(31), FtnHyp-Acc/Sleep/Rchg(31), FtnHyp-Acc/Rchg(34)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(42)
Level 32: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33)
Level 35: Screech -- Stpfy-Stun/Rng(A), Stpfy-Acc/EndRdx(36), Stpfy-KB%(36), Stpfy-EndRdx/Stun(36), Stpfy-Acc/Stun/Rchg(37), Stpfy-Acc/Rchg(43)
Level 38: Dreadful Wail -- Erad-Acc/Dmg/Rchg(A), Erad-%Dam(39), Erad-Dmg/Rchg(39), C'ngBlow-Dmg/Rchg(39), C'ngBlow-Acc/Rchg(40), C'ngBlow-Acc/Dmg(40)
Level 41: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 44: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(45), RctvArm-ResDam/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(46)
Level 47: Power Sink -- EndMod-I(A)
Level 49: Amplify -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run



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Posted

thanks, nuclear girl. that is interesting.

cost isn't a big deal to me. i probably wouldn't buy any of the extremely high priced pvp io's but everything else is fair game. i actually have the decimation set in shriek atm so that's covered. i have at least 2 of the basilisk's gaze and the apoc proc sitting around too so i'm in good shape if i roll with this

as an added bonus, if i go with decimation in shriek i might be able to swing this in 1 respec avoiding the dreaded multi-respec rebuild!

EDIT: what if i just went with a 5 piece apoc in shriek and put the 5th slot back on EMP pulse and kept the purple hold set there? that way i wouldn't be losing out on the global accuracy bonus. the plot thickens....


 

Posted

Quote:
Originally Posted by chief_beef View Post
what if i just went with a 5 piece apoc in shriek
I think that would work pretty well


 

Posted

You could, but it would cost very much. Since this statement is of no value if you have enough inf, yes.
But, when slotting EMP with the purple set you would lose 1,25 ranged defense. Not a big deal at all, but something to consider.


 

Posted

i already have 2 or 3 pieces of the apocalypse set lying around so it's no biggie to grab 2 more. honestly, i have a few billion burning a hole in my virtual pocket (and quite a stash of recipes) which is why i'm trying to update a few toons. no sense in being rich and having a bunch of half-arsed 50's running around.

i did notice the loss of the ranged def after my last post. now i just have to decide if i mind since i will be gaining a substantial accuracy bonus. or if i stick with basilisk's gaze i need to decide where to use the last slot