considering /DP, should I Rad or Storm?


anonymoose

 

Posted

disclaimer - I play mostly redside, but those barriers are falling soon. I'm looking at hero ATs who will soon be able to benefit from my VG, stash of IOs/inf etc.

I've tried and deleted a couple of Dual Pistols corrupters. I find it pretty, but a decidedly average performer.

I had a brain wave the other day - a strong defender primary + DP might make a fun, good-looking toon. Is there any synergy between DP and Rad or Storm?

I've got redside Dark, Traps and Kin toons. I love 'em, but I'm looking for a new set to love. I also have a FF toon, who taught me that I don't enjoy re-applying shields to everyone, so I wouldn't be an effective cold or sonic.


 

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Quote:
Originally Posted by anonymoose View Post
Is there any synergy between DP and Rad or Storm?
Rad/DP would have some massive synergy in stacking -res: stacking 3 Chem Ammo attacks on top of Enervating Field generates 62.5% -dam (and you can stack substantially more than that on hard targets) which is like giving yourself that same amount of resistance (albeit reduced by things like the purple patch and enemy resistance).

I don't see much synergy with Storm/DP though. The primary advantages of DP are more damage and -dam via their respective ammunitions. Storm/DP wouldn't be a bad setup, but it wouldn't have any particular synergy (and might actually work at odds of you want to close to melee to use HoB).


 

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Quote:
Originally Posted by Umbral View Post
Rad/DP would have some massive synergy in stacking -res: stacking 3 Chem Ammo attacks on top of Enervating Field generates 62.5% -dam (and you can stack substantially more than that on hard targets) which is like giving yourself that same amount of resistance (albeit reduced by things like the purple patch and enemy resistance).

I don't see much synergy with Storm/DP though. The primary advantages of DP are more damage and -dam via their respective ammunitions. Storm/DP wouldn't be a bad setup, but it wouldn't have any particular synergy (and might actually work at odds of you want to close to melee to use HoB).
You realize there is a lot of -resistance in freezing rain? Yes, I have had success with Storm/DP. I like the AoE chem rounds adding to the stormy chaos.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by Psylenz View Post
You realize there is a lot of -resistance in freezing rain? Yes, I have had success with Storm/DP. I like the AoE chem rounds adding to the stormy chaos.
I know there is a lot of -res in Freezing Rain. The problem is that, like +dam, -res dilutes. -Dam, on the other hand, becomes more concentrated the more your have. Both sets have -res in their favor (Storm has 5% more actually), but the question was one of synergy. From a synergistic standpoint, using the mechanisms unique to each powerset, Rad/DP has more synergy than Storm/DP.


 

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Rad will have more synergy, for the -damage stacking as mentioned above, as well as the fact that rad requires fewer clicks to help avoid redraw.


 

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I was just thinking about rolling a rad/dp too, does anyone have a example build for it?


 

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Something like this. If piercing rounds aren't your type of thing, then it should be replaced with choking cloud and the range enhancements in empty clips should be replaced with an end and a recharge.


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: Dual Pistols
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Radiant Aura -- Heal(A), Heal(43), Heal(43), EndRdx(43), RechRdx(46), RechRdx(46)
Level 1: Pistols -- Acc(A), Dmg(25), Dmg(37), Dmg(40), EndRdx(42), RechRdx(42)
Level 2: Dual Wield -- Acc(A), Dmg(3), Dmg(3), Dmg(15), EndRdx(15), RechRdx(23)
Level 4: Empty Clips -- Acc(A), Dmg(5), Dmg(5), Dmg(11), Range(13), Range(13)
Level 6: Accelerate Metabolism -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Radiation Infection -- ToHitDeb(A), ToHitDeb(9), ToHitDeb(9), EndRdx(11)
Level 10: Hurdle -- Jump(A)
Level 12: Combat Jumping -- DefBuff(A)
Level 14: Super Jump -- Jump(A)
Level 16: Bullet Rain -- Acc(A), Dmg(17), Dmg(17), Dmg(19), EndRdx(19), RechRdx(23)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Swap Ammo
Level 24: Enervating Field -- EndRdx(A), EndRdx(25), EndRdx(48)
Level 26: Lingering Radiation -- Acc(A), Acc(27), RechRdx(27), RechRdx(34), RechRdx(48), EndRdx(48)
Level 28: Executioner's Shot -- Acc(A), Dmg(29), Dmg(29), Dmg(31), EndRdx(31), RechRdx(31)
Level 30: Mutation -- RechRdx(A)
Level 32: EM Pulse -- Acc(A), Acc(33), Hold(33), Hold(33), RechRdx(34), RechRdx(34)
Level 35: Piercing Rounds -- Acc(A), Dmg(36), Dmg(36), Dmg(36), EndRdx(37), RechRdx(37)
Level 38: Hail of Bullets -- Acc(A), Dmg(39), Dmg(39), Dmg(39), RechRdx(40), RechRdx(40)
Level 41: Power Build Up -- RechRdx(A), RechRdx(42), RechRdx(46)
Level 44: Temp Invulnerability -- ResDam(A), ResDam(45), ResDam(45), EndRdx(45)
Level 47: Assault -- EndRdx(A)
Level 49: Fallout -- Dmg(A), Dmg(50), Dmg(50), RechRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 22: Chemical Ammunition
Level 22: Cryo Ammunition
Level 22: Incendiary Ammunition