Rad/Sonic trio
How would that slotting affect the endurance costs and holding abilities though?
Also, do damage procs gain the benefit of reduced damage resistance. I would think so... |
With 3 AMs running, slotted with Endmodifiers, you should have no problem with endurance (net gain of 3 end with 3 AMs and all toggles).
And yes, procs are modified by -res. Apocalypse proc in shriek is pure win unbreakable Constraint proc in CC coul be another proc option (it´s cheap).
One thing: Afaik the -res proc will only be up once on one enemy. No matter how much casters because it is no debuff, but a granted power to the victim. And the victim can only apply this debuff once on him. But I´m not 100% sure on this one.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
My question to the OP is if they really have their hearts set on rad/sonic.
I am fully aware of how powerful rad/son's are on teams, I doubt their ability to stack as well as some other rad combos though. My reasons are that the use of CC for mitigation combined with the only aoe coming from a cone in howl, it may be fairly hard to leverage.
In my opinon a better combo would be using rad/rad or rad/ice or even fire/rad. Both of the other defender secondaries have aoe that can be used in melee (Ice storm can be cast from melee). AV's and hard targets will not be a problem with three rads even without sonic as a primary. The issue will be mob kill speed, and /ice, /rad I believe will suit your needs better.
If your intent is to kill people off and use the as fallout bait, it will be very effective with any primary.
Just my two cents.
Active 50's
Darklocked (dm/sd Brute)
Wardman (Fire/sd Scrapper)
Congealer (ice/cold Corruptor)
Peroxisome (mind/psi Dominator)
Evil Thing (Fire/Kin Corruptor)
Proud Member of Repeat-Offenders
My question to the OP is if they really have their hearts set on rad/sonic.
I am fully aware of how powerful rad/son's are on teams, I doubt their ability to stack as well as some other rad combos though. My reasons are that the use of CC for mitigation combined with the only aoe coming from a cone in howl, it may be fairly hard to leverage. In my opinon a better combo would be using rad/rad or rad/ice or even fire/rad. Both of the other defender secondaries have aoe that can be used in melee (Ice storm can be cast from melee). AV's and hard targets will not be a problem with three rads even without sonic as a primary. The issue will be mob kill speed, and /ice, /rad I believe will suit your needs better. If your intent is to kill people off and use the as fallout bait, it will be very effective with any primary. Just my two cents. |
A 30 degree cone with a range of 70 firing every 4 seconds or so from each of us and layering -res every time is all of the AoE we've needed so far - and we're still using DO's. It also makes the positioning easy and uniform, rather than trying to manage cones, PBAoE's and targeted AoE's all at once.
Keep in mind the slowing effects of essentially being able to perma 3 Lingering Rads if we so chose and mix in a little kiting. The purpose of the build isn't to necessary fully leverage Choking Cloud - that's just another tool in our box. As is Dreadful Wail, which would be fairly easy to pop every mob or so if we wanted without too much ill effect.
Well, you have to understand that with Hasten and three AM's up and running, Howl is recharging every 3.5 seconds or so for each of us. That's plenty fast enough for our purposes and we'd rather have the stacked -Res essentially doubling the damage and save all of the power selections and enhancement slots for better purposes.
A 30 degree cone with a range of 70 firing every 4 seconds or so from each of us and layering -res every time is all of the AoE we've needed so far - and we're still using DO's. It also makes the positioning easy and uniform, rather than trying to manage cones, PBAoE's and targeted AoE's all at once. Keep in mind the slowing effects of essentially being able to perma 3 Lingering Rads if we so chose and mix in a little kiting. The purpose of the build isn't to necessary fully leverage Choking Cloud - that's just another tool in our box. As is Dreadful Wail, which would be fairly easy to pop every mob or so if we wanted without too much ill effect. |
Active 50's
Darklocked (dm/sd Brute)
Wardman (Fire/sd Scrapper)
Congealer (ice/cold Corruptor)
Peroxisome (mind/psi Dominator)
Evil Thing (Fire/Kin Corruptor)
Proud Member of Repeat-Offenders
After weighing some of the good advice on the board and taking into consideration just when we would need which things to make leveling the smoothest, I feel pretty confidant that this is going to be the final build we work towards - again, just assuming standard IO slotting with a couple of procs.
As always, any advice or comments are appreciated.
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: Speed
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Radiant Aura -- Heal(A), Heal(13), Heal(13), EndRdx(37), EndRdx(37)
Level 1: Shriek -- Acc(A), Dmg(3), Dmg(11), EndRdx(25), Dmg(34), Decim-Build%(46)
Level 2: Scream -- Acc(A), Dmg(3), Dmg(11), EndRdx(25), Dmg(34), Apoc-Dam%(46)
Level 4: Accelerate Metabolism -- RechRdx(A), RechRdx(5), RechRdx(5), EndMod(17), EndMod(17), EndMod(37)
Level 6: Hasten -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Howl -- Acc(A), Dmg(9), Dmg(9), Range(21), Range(21), Dmg(34)
Level 10: Radiation Infection -- EndRdx(A), ToHitDeb(19), ToHitDeb(19), Achilles-ResDeb%(40)
Level 12: Assault -- EndRdx(A), EndRdx(43)
Level 14: Lingering Radiation -- Acc(A), RechRdx(15), RechRdx(15)
Level 16: Swift -- Run(A)
Level 18: Hurdle -- Jump(A)
Level 20: Stamina -- EndMod(A), EndMod(27), EndMod(27)
Level 22: Maneuvers -- EndRdx(A), DefBuff(23), DefBuff(23), DefBuff(43)
Level 24: Enervating Field -- EndRdx(A), EndRdx(43)
Level 26: Recall Friend -- IntRdx(A)
Level 28: Teleport -- Range(A), Range(29), Range(29)
Level 30: Choking Cloud -- EndRdx(A), EndRdx(31), Hold(31), Hold(31)
Level 32: EM Pulse -- Acc(A), Acc(33), Hold(33), Hold(33), RechRdx(48), RechRdx(48)
Level 35: Screech -- Acc(A), Acc(36), Dsrnt(36), Dsrnt(36)
Level 38: Dreadful Wail -- Acc(A), Dmg(39), Dmg(39), Dmg(39), RechRdx(40), RechRdx(40)
Level 41: Oppressive Gloom -- Acc(A), Acc(42), Dsrnt(42), Dsrnt(42), Dsrnt(48)
Level 44: Dark Embrace -- EndRdx(A), ResDam(45), ResDam(45), ResDam(45), S'fstPrt-ResDam/Def+(46)
Level 47: Mutation -- RechRdx(A)
Level 49: Fallout -- RechRdx(A), Dmg(50), Dmg(50), Dmg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
Our first real test shoudl be this Monday - we're going after Kurse in Faultline as an AV with the three of us still sub-level 20. I think with the debuffs we'll be fine, but I'm still wondering if we might each have to pop a break free before laying down the RI's.
Also, do damage procs gain the benefit of reduced damage resistance. I would think so...