Rad/Sonic Solo Concept (Relying on -ToHit)


chief_beef

 

Posted

Due to the fact that the game allows the use of two builds, as I've been leveling my Defender I've come into the habit of switching to my second build for solo work, and playing in AE.

Now as I'm coming towards level 50, I've decided to build the toon with solo in mind (and either SO the team build, or I'm looking into rolling an Empathy/) as such hitting things such as def caps and multi-target damage is important.

The defense of this build, rather than solidly relying on say Regen or Def/Res combos, to achieve a balance of -ToHit & Def & Holds (Because while not precisely equal, they follow the same purpose of not getting hit) while having Regen and (several) Emergancy/pre-charge/panic buttons ready when required.

I'm not quite sure I've hit the Perma-AM thing,
Amplify is being slotted for basic recharge as opposed to Damage/ToHit, as Vigilance will be providing a damage boost in the build.

If someone could conform/prove/disprove the math of the -ToHit and Defence combo that would be kind. As well as pointing out any solid gaps within the build.

I'm really hoping that people can get a slight idea of what the concept is, and what I'm trying to achieve with my IO slotting, as always, any and all help/comments/critizism is appreciated, and this is intended to be "fun to play" rather than a "typical Rad/" build.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Radiant Aura

  • (A) Miracle - +Recovery
  • (33) Miracle - Heal/Recharge
  • (33) Miracle - Endurance/Recharge
  • (37) Miracle - Heal
  • (37) Miracle - Heal/Endurance/Recharge
  • (37) Miracle - Heal/Endurance
Level 1: Shriek
  • (A) Entropic Chaos - Chance of Heal Self
Level 2: Radiation Infection
  • (A) Dampened Spirits - Recharge
  • (3) Dampened Spirits - To Hit Debuff
  • (3) Touch of Lady Grey - Chance for Negative Damage
  • (31) Touch of Lady Grey - Defense Debuff
  • (31) Touch of Lady Grey - Defense Debuff/Recharge
  • (33) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
Level 4: Accelerate Metabolism
  • (A) Performance Shifter - Chance for +End
  • (5) Performance Shifter - EndMod
  • (5) Performance Shifter - EndMod/Recharge
  • (13) Performance Shifter - EndMod/Accuracy/Recharge
  • (15) Performance Shifter - EndMod/Accuracy
  • (15) Performance Shifter - Accuracy/Recharge
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (7) Recharge Reduction IO
  • (7) Recharge Reduction IO
Level 8: Hover
  • (A) Red Fortune - Defense/Endurance
  • (9) Red Fortune - Defense/Recharge
  • (9) Red Fortune - Endurance/Recharge
  • (11) Red Fortune - Defense/Endurance/Recharge
  • (11) Red Fortune - Defense
  • (13) Red Fortune - Endurance
Level 10: Swift
  • (A) Empty
Level 12: Fly
  • (A) Empty
Level 14: Enervating Field
  • (A) Recharge Reduction IO
Level 16: Health
  • (A) Numina's Convalescence - Heal/Endurance
  • (17) Numina's Convalescence - Endurance/Recharge
  • (17) Numina's Convalescence - Heal/Recharge
  • (19) Numina's Convalescence - Heal/Endurance/Recharge
  • (19) Numina's Convalescence - Heal
  • (21) Numina's Convalescence - +Regeneration/+Recovery
Level 18: Lingering Radiation
  • (A) Pacing of the Turtle - Chance of -Recharge
  • (34) Impeded Swiftness - Chance of Damage(Smashing)
Level 20: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (21) Efficacy Adaptor - EndMod/Recharge
  • (27) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (29) Efficacy Adaptor - Accuracy/Recharge
  • (29) Energy Manipulator - EndMod
  • (31) Energy Manipulator - EndMod/Recharge
Level 22: Maneuvers
  • (A) Luck of the Gambler - Defense
  • (23) Luck of the Gambler - Defense/Endurance
  • (23) Luck of the Gambler - Defense/Recharge
  • (25) Serendipity - Defense
  • (25) Serendipity - Defense/Recharge
  • (27) Serendipity - Defense/Endurance
Level 24: Choking Cloud
  • (A) Neuronic Shutdown - Chance of Damage(Psionic)
  • (34) Neuronic Shutdown - Accuracy/Recharge
  • (34) Neuronic Shutdown - Endurance/Hold
  • (36) Neuronic Shutdown - Accuracy/Endurance
  • (36) Neuronic Shutdown - Hold/Range
  • (36) Neuronic Shutdown - Accuracy/Hold/Recharge
Level 26: Howl
  • (A) Detonation - Accuracy/Damage
  • (39) Detonation - Damage/Endurance
  • (40) Detonation - Damage/Recharge
  • (40) Detonation - Damage/Range
  • (40) Detonation - Accuracy/Damage/Endurance
  • (42) Detonation - Damage/Endurance/Range
Level 28: Shockwave
  • (A) Force Feedback - Chance for +Recharge
  • (39) Force Feedback - Accuracy/Knockback
  • (39) Force Feedback - Damage/Knockback
  • (43) Force Feedback - Recharge/Knockback
Level 30: Amplify
  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (42) Recharge Reduction IO
  • (42) Recharge Reduction IO
Level 32: EM Pulse
  • (A) Lockdown - Chance for +2 Mag Hold
  • (45) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (46) Neuronic Shutdown - Chance of Damage(Psionic)
  • (46) Energy Manipulator - Chance to Stun
Level 35: Shout
  • (A) Entropic Chaos - Chance of Heal Self
Level 38: Dreadful Wail
  • (A) Scirocco's Dervish - Chance of Damage(Lethal)
  • (45) Scirocco's Dervish - Accuracy/Recharge
Level 41: Scream
  • (A) Far Strike - Damage/Range
  • (43) Far Strike - Damage/Recharge
  • (43) Far Strike - Accuracy/Endurance
Level 44: Conserve Power
  • (A) Recharge Reduction IO
  • (45) Recharge Reduction IO
  • (46) Recharge Reduction IO
Level 47: Force of Nature
  • (A) Impervium Armor - Psionic Resistance
  • (48) Impervium Armor - Resistance/Recharge
  • (48) Impervium Armor - Endurance/Recharge
  • (48) Impervium Armor - Resistance
Level 49: Temp Invulnerability
  • (A) Reactive Armor - Resistance/Recharge
  • (50) Reactive Armor - Endurance/Recharge
  • (50) Reactive Armor - Resistance
  • (50) Reactive Armor - Resistance/Endurance/Recharge
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Vigilance
Level 6: Ninja Run
------------
Set Bonus Totals:
  • 6.5% DamageBuff(Smashing)
  • 6.5% DamageBuff(Lethal)
  • 6.5% DamageBuff(Fire)
  • 6.5% DamageBuff(Cold)
  • 6.5% DamageBuff(Energy)
  • 6.5% DamageBuff(Negative)
  • 6.5% DamageBuff(Toxic)
  • 6.5% DamageBuff(Psionic)
  • 2.5% Defense(Smashing)
  • 2.5% Defense(Lethal)
  • 3.44% Defense(Fire)
  • 3.44% Defense(Cold)
  • 4.38% Defense(Energy)
  • 4.38% Defense(Negative)
  • 3.75% Defense(Psionic)
  • 3.13% Defense(Melee)
  • 6.88% Defense(Ranged)
  • 6.88% Defense(AoE)
  • 2.25% Max End
  • 2% Enhancement(Held)
  • 11% Enhancement(Heal)
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 125.9 HP (12.4%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 5.5%
  • MezResist(Sleep) 1.65%
  • MezResist(Terrorized) 3.85%
  • 13% (0.22 End/sec) Recovery
  • 64% (2.72 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 1.88% Resistance(Energy)
  • 1.88% Resistance(Toxic)
  • 3% Resistance(Psionic)
  • 10% RunSpeed
  • 1% XPDebtProtection
------------
Set Bonuses:
Miracle
(Radiant Aura)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 5% Enhancement(Heal)
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
  • 1.88% Defense(Psionic)
Dampened Spirits
(Radiation Infection)
  • 2% DamageBuff(All)
Touch of Lady Grey
(Radiation Infection)
  • 15.3 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 8% (0.34 HP/sec) Regeneration
Performance Shifter
(Accelerate Metabolism)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Red Fortune
(Hover)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Numina's Convalescence
(Health)
  • 12% (0.51 HP/sec) Regeneration
  • 19.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Efficacy Adaptor
(Stamina)
  • 11.4 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
Energy Manipulator
(Stamina)
  • 1.5% (0.03 End/sec) Recovery
Luck of the Gambler
(Maneuvers)
  • 10% (0.42 HP/sec) Regeneration
  • 11.4 HP (1.13%) HitPoints
Serendipity
(Maneuvers)
  • 4% (0.17 HP/sec) Regeneration
  • 7.63 HP (0.75%) HitPoints
Neuronic Shutdown
(Choking Cloud)
  • MezResist(Immobilize) 2.2%
  • 15.3 HP (1.5%) HitPoints
  • 7% Enhancement(Accuracy)
  • 2% Enhancement(Held)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Detonation
(Howl)
  • MezResist(Sleep) 1.65%
  • 1.88% Resistance(Energy)
  • 1% XPDebtProtection
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
  • 1.88% Resistance(Toxic)
Force Feedback
(Shockwave)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • MezResist(Terrorized) 2.75%
  • 10% (0.42 HP/sec) Regeneration
Scirocco's Dervish
(Dreadful Wail)
  • 10% (0.42 HP/sec) Regeneration
Far Strike
(Scream)
  • MezResist(Terrorized) 1.1%
  • 7.63 HP (0.75%) HitPoints
Impervium Armor
(Force of Nature)
  • 2.5% (0.04 End/sec) Recovery
  • 1.88% Defense(Psionic)
  • 2.25% Max End
  • 3% Resistance(Psionic)
Reactive Armor
(Temp Invulnerability)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


 

Posted

for a solo build your attacks are WAY underslotted. it looks like it would take forever to defeat mobs. 6 slotting hover for defense is too much especially since your build is not defense oriented. as a lot of people will tell you, siren's song is huge for a safe solo build...sleep the mob and single out 1 enemy at a time (preferably by stunning them with screech) and easily knock them down one at a time. there have been a few threads about this combo in recent weeks including one of my own. i'd recommend taking a look at them to get an idea.


 

Posted

Thanks for the response, I'll start looking at other builds and begin revisions and such.


 

Posted

Things that jump out at me:

EM Pulse with 4 procs - Base recharge is 5 minutes and with 5% Global recharge + Hasten, you will be going 3 minutes between usages, for things that have a 1 in 6.6ish/1 in 5 chance (15 or 20%) to fire.

Radiation Infection - no End Reduction until L31 ? RI is .52 End/sec base.

Accelerate Metabolism - Why the +End proc ? With full Performance Shifter set + Hasten, that's 3 minutes between possible uses.

Choking Cloud - Taken at 24, no slots or End Reduction added till mid 30s. This is a .83 End/sec power.

Enervating Field - No slots added, 1 Recharge ? This is a 1.04 End/sec power. Between RI/CC/EF and Maneuvers, at L24 you will be burning almost 3 end/sec with all 4 going. Which brings us to...

Stamina - 6 slots, but using just 4 pieces of Efficacy Adapter, including an Acc/Rech piece. The only purpose of that Acc/Rech that I can see is it provides a Global Regen bonus.

Radiant Aura, Choking Cloud, Howl, Shockwave, Amplify - You take these powers but do not add any slots to them for anywhere from 10 to 32(!) levels after you take them. Radiant Aura is 13 End per use. 2 uses of Radiant Aura + the 3 end/sec burn rate, you will have maybe 24 seconds before your End bar goes poof. And I just noticed you have exactly one (1) attack (not counting temps/Vets) from L1 to L26.

HMO

___


"They may be called Heroes, inasmuch as they have derived their purpose and their vocation, not from the calm regular course of things, sanctioned by the existing order; but from a concealed fount, from that inner Spirit, still hidden beneath the surface, which impinges on the outer world as on a shell and bursts it into pieces" - Some 20th Century person.

 

Posted

  • EM Pulse with 4 procs - Base recharge is 5 minutes and with 5% Global recharge + Hasten, you will be going 3 minutes between usages, for things that have a 1 in 6.6ish/1 in 5 chance (15 or 20%) to fire.

Not relying on EM Pulse to be constantly up, atm I've viewing it as the panic button of the build, may even swap it for Siren's.

  • Radiation Infection - no End Reduction until L31 ? RI is .52 End/sec base.
With a lack of any sets for this power, I mainly just saw it as its standard effect.
Will swap for 2 slots of -End

[list]Accelerate Metabolism - Why the +End proc ? With full Performance Shifter set + Hasten, that's 3 minutes between possible uses.[list]
Noted.
  • Choking Cloud - Taken at 24, no slots or End Reduction added till mid 30s. This is a .83 End/sec power.

Build is designed as a 50 respec.
  • Enervating Field - No slots added, 1 Recharge ? This is a 1.04 End/sec power. Between RI/CC/EF and Maneuvers, at L24 you will be burning almost 3 end/sec with all 4 going. Which brings us to...

Same as above.
  • Stamina - 6 slots, but using just 4 pieces of Efficacy Adapter, including an Acc/Rech piece. The only purpose of that Acc/Rech that I can see is it provides a Global Regen bonus.

I don't really know what I can do with this one, as I'm already at the end cap for that power. I could maybe drop the Energy Map, and use the slots to regain the set in damage powers.
  • Radiant Aura, Choking Cloud, Howl, Shockwave, Amplify - You take these powers but do not add any slots to them for anywhere from 10 to 32(!) levels after you take them. Radiant Aura is 13 End per use. 2 uses of Radiant Aura + the 3 end/sec burn rate, you will have maybe 24 seconds before your End bar goes poof. And I just noticed you have exactly one (1) attack (not counting temps/Vets) from L1 to L26.

As above with the build being designed for 50 play.
I've moved some stuff around, added some more damage and tried to recover some end, mostly why I took the Power epic was for more end control though.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Radiant Aura -- Mrcl-Rcvry+(A), Mrcl-Heal/Rchg(33), Mrcl-EndRdx/Rchg(33), Mrcl-Heal(37), Mrcl-Heal/EndRdx/Rchg(37), Mrcl-Heal/EndRdx(37)
Level 1: Shriek -- Entrpc-Heal%(A), Entrpc-Dmg/EndRdx(13), Entrpc-Acc/Dmg(15), Entrpc-Dmg/Rchg(29), Entrpc-Dmg/EndRdx/Rchg(31)
Level 2: Radiation Infection -- DampS-Rchg(A), DampS-ToHitDeb(3), LdyGrey-%Dam(3), LdyGrey-DefDeb(31), LdyGrey-DefDeb/Rchg(31), LdyGrey-DefDeb/Rchg/EndRdx(33)
Level 4: Accelerate Metabolism -- P'Shift-Acc/Rchg(A), P'Shift-EndMod(5), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc/Rchg(13), P'Shift-EndMod/Acc(15)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Hover -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(11)
Level 10: Swift -- Empty(A)
Level 12: Fly -- Empty(A)
Level 14: Enervating Field -- EndRdx-I(A), EndRdx-I(46)
Level 16: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(19), Numna-Heal(19), Numna-Regen/Rcvry+(21)
Level 18: Lingering Radiation -- P'ngTtl--Rchg%(A), ImpSwft-Dam%(34)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(29)
Level 22: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/Rchg(23), S'dpty-Def(25), S'dpty-Def/Rchg(25), S'dpty-Def/EndRdx(27)
Level 24: Choking Cloud -- NrncSD-Dam%(A), NrncSD-Acc/Rchg(34), NrncSD-EndRdx/Hold(34), NrncSD-Acc/EndRdx(36), NrncSD-Hold/Rng(36), NrncSD-Acc/Hold/Rchg(36)
Level 26: Howl -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(39), Det'tn-Dmg/Rchg(40), Det'tn-Dmg/Rng(40), Det'tn-Acc/Dmg/EndRdx(40), Det'tn-Dmg/EndRdx/Rng(42)
Level 28: Shockwave -- FrcFbk-Rechg%(A), FrcFbk-Acc/KB(39), FrcFbk-Dmg/KB(39), FrcFbk-Rchg/KB(43)
Level 30: Amplify -- RechRdx-I(A), RechRdx-I(42)
Level 32: Siren's Song -- FtnHyp-Acc/Rchg(A), FtnHyp-Plct%(42)
Level 35: Shout -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 38: Dreadful Wail -- Sciroc-Dam%(A), Sciroc-Acc/Rchg(45)
Level 41: Scream -- F'Strk-Dmg/Rng(A), F'Strk-Dmg/Rchg(43), F'Strk-Acc/EndRdx(43)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
Level 47: Force of Nature -- ImpArm-ResPsi(A), ImpArm-ResDam/Rchg(48), ImpArm-EndRdx/Rchg(48), ImpArm-ResDam(48)
Level 49: Temp Invulnerability -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(50), RctvArm-ResDam(50), RctvArm-ResDam/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
------------
Set Bonus Totals:
  • 6.5% DamageBuff(Smashing)
  • 6.5% DamageBuff(Lethal)
  • 6.5% DamageBuff(Fire)
  • 6.5% DamageBuff(Cold)
  • 6.5% DamageBuff(Energy)
  • 6.5% DamageBuff(Negative)
  • 6.5% DamageBuff(Toxic)
  • 6.5% DamageBuff(Psionic)
  • 2.5% Defense(Smashing)
  • 2.5% Defense(Lethal)
  • 1.88% Defense(Fire)
  • 1.88% Defense(Cold)
  • 3.13% Defense(Energy)
  • 3.13% Defense(Negative)
  • 3.75% Defense(Psionic)
  • 3.13% Defense(Melee)
  • 4.38% Defense(Ranged)
  • 3.75% Defense(AoE)
  • 4.5% Max End
  • 7% Enhancement(Accuracy)
  • 11.3% Enhancement(RechargeTime)
  • 11% Enhancement(Heal)
  • 2% Enhancement(Held)
  • 10% FlySpeed
  • 148.8 HP (14.6%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Confused) 2.75%
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 5.5%
  • MezResist(Sleep) 1.65%
  • MezResist(Terrorized) 3.85%
  • 15.5% (0.26 End/sec) Recovery
  • 86% (3.65 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 1.88% Resistance(Energy)
  • 1.88% Resistance(Toxic)
  • 3% Resistance(Psionic)
  • 10% RunSpeed
  • 1% XPDebtProtection
------------
Set Bonuses:
Miracle
(Radiant Aura)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 5% Enhancement(Heal)
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
  • 1.88% Defense(Psionic)
Entropic Chaos
(Shriek)
  • 10% (0.42 HP/sec) Regeneration
  • MezResist(Confused) 2.75%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Dampened Spirits
(Radiation Infection)
  • 2% DamageBuff(All)
Touch of Lady Grey
(Radiation Infection)
  • 15.3 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 8% (0.34 HP/sec) Regeneration
Performance Shifter
(Accelerate Metabolism)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
Red Fortune
(Hover)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Numina's Convalescence
(Health)
  • 12% (0.51 HP/sec) Regeneration
  • 19.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Efficacy Adaptor
(Stamina)
  • 11.4 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
Luck of the Gambler
(Maneuvers)
  • 10% (0.42 HP/sec) Regeneration
  • 11.4 HP (1.13%) HitPoints
Serendipity
(Maneuvers)
  • 4% (0.17 HP/sec) Regeneration
  • 7.63 HP (0.75%) HitPoints
Neuronic Shutdown
(Choking Cloud)
  • MezResist(Immobilize) 2.2%
  • 15.3 HP (1.5%) HitPoints
  • 7% Enhancement(Accuracy)
  • 2% Enhancement(Held)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Detonation
(Howl)
  • MezResist(Sleep) 1.65%
  • 1.88% Resistance(Energy)
  • 1% XPDebtProtection
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
  • 1.88% Resistance(Toxic)
Force Feedback
(Shockwave)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • MezResist(Terrorized) 2.75%
  • 10% (0.42 HP/sec) Regeneration
Fortunata Hypnosis
(Siren's Song)
  • 4% (0.07 End/sec) Recovery
Devastation
(Shout)
  • 12% (0.51 HP/sec) Regeneration
  • 22.9 HP (2.25%) HitPoints
Scirocco's Dervish
(Dreadful Wail)
  • 10% (0.42 HP/sec) Regeneration
Far Strike
(Scream)
  • MezResist(Terrorized) 1.1%
  • 7.63 HP (0.75%) HitPoints
Impervium Armor
(Force of Nature)
  • 2.5% (0.04 End/sec) Recovery
  • 1.88% Defense(Psionic)
  • 2.25% Max End
  • 3% Resistance(Psionic)
Reactive Armor
(Temp Invulnerability)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


 

Posted

Inquiry: is buffing Global Regen valuable to you in this build ?

Right now you are up to 86%/3.65 HP per second. The reason I ask is that the presence of an Accuracy/Recharge piece in Stamina still makes little sense to me, unless you are doing that for the 10% Global Regen bonus.

If Regen is something you want, keep it. If not, I would say replace that piece with a Performance Shifter +End Proc. With the proc in Stamina, it checks every 10 seconds to see if you get 10 points of Endurance. I did this with my 5 toggle D3 Def, and I see it fire off fairly regularly. Otherwise, I'd say strip the slot for somewhere else.


HMO

___


"They may be called Heroes, inasmuch as they have derived their purpose and their vocation, not from the calm regular course of things, sanctioned by the existing order; but from a concealed fount, from that inner Spirit, still hidden beneath the surface, which impinges on the outer world as on a shell and bursts it into pieces" - Some 20th Century person.

 

Posted

I get a little cross-eyed looking at detailed builds, so I'll just give you some general guidelines.

1) Numbers as requested. There are 5 "uber" to-hit debuffs in the game. Radiation Infection is #4 with -31.25% to-hit (all numbers are defender versions), and not really that far behind #3 (Liquefy, -35.7%), #2 (Hurricane, -37.5%) and #1 (Blackstar, -62.5%). (#5 is Dark Servant's Chill of the Night, -30%.) At the ED firmcap (+56.99% enhancement) Defender RI doesn't need any additional defense to to-hit floor even level opponents: -31.25% * 1.5699 = -49.06%. Any defense on top of that is useful for flooring higher level opponents.

2) Besides -to-hit/+defense, you also have another combo: damage debuffs synergize with resistance debuffs. Enervating Field debuffs damage by 25%. Not much, but it also debuffs resistance by 30%, bringing the damage debuff up to 25% * 1.30 = 32.5%. Start adding sonic debuffs at 20% a pop, and you get damage debuff numbers like 37.5%, 42.5%, 47.5%, depending how many sonic debuffs you have stacked. This will be your defense against AVs, GMs and other to-hit debuff resistant targets.

3) I'm not a fan of self-heal procs in single target attacks, especially when you've already got a fine self-heal in Radiant Aura. Think about 5x Decimation in Shriek and Scream instead of Entropic Chaos.

4) You may not need Stamina. AM gives you 58.5% recovery at the ED firmcap, you'll be intentionally blowing your end bar every 3-4 minutes with a nuke, and for 90 seconds of those 3-4 minute periods, you'll have Conserve Power keeping you in the blue. So, if you think you can go the 2 minutes between CP wearing off and your next nuke, with just AM and not Stamina, then you don't need Stamina.

5) You don't need Health. No matter how much regeneration you stack, it'll pale in comparison to your awesome self-heal, Radiant Aura. You don't need regeneration set bonuses for the same reason. If you're keeping Stamina and need Health only for that reason, take some of those slots out of Health and give them to blasts. 3x Far Strike in Scream is making many sad defender board pandas.

6) The usual slotting for Radiant Aura is 5x Doctored Wounds, for the recharge set bonus. Miracle's not bad, with a max health bonus, but most Rads prefer perming Hasten and AM or getting as close as possible. That takes a lot of recharge bonuses.

7) On the subject of Recharge bonuses, multiple copies of the +7.5% special Luck of the Gambler is a staple of rich endgame builds, especially ones that are trying to perma Hasten and AM.

8) Don't forget to make a team build too! Vengeance-Fallout-Mutation never stops being fun. Ever.


 

Posted

I took ya build and power choices and made some slotting decisions just to offer some alternative slotting advice. I like KB protection and immob protection on my Rad/Rad so I put that in.


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: Flight
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(5), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(23), Achilles-ResDeb%(43)
Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
Level 2: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(15), Dct'dW-Rchg(17)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(17), Efficacy-EndMod/Acc(23), Efficacy-EndMod/EndRdx(43)
Level 6: Enervating Field -- EndRdx-I(A), EndRdx-I(9), EndRdx(9)
Level 8: Mutation -- EndMod-I(A), EndRdx-I(19)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Lingering Radiation -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13), Acc-I(15)
Level 14: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(43)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(42)
Level 24: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(37)
Level 26: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(40)
Level 28: Siren's Song -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(29), CSndmn-Acc/EndRdx(29), CSndmn-Sleep/Rng(37), CSndmn-Acc/Sleep/Rchg(40)
Level 30: Amplify -- RechRdx-I(A), AdjTgt-Rchg(31), AdjTgt-ToHit/Rchg(31)
Level 32: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(34), EndRdx-I(34)
Level 35: Shout -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(37)
Level 38: Dreadful Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), ImpArm-EndRdx/Rchg(45), S'fstPrt-ResKB(48), S'fstPrt-ResDam/EndRdx(48)
Level 47: Power Build Up -- RechRdx-I(A), RechRdx-I(48)
Level 49: Force of Nature -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx/Rchg(50), ImpArm-ResDam/Rchg(50), ImpArm-EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 0: Ninja Run


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by Rigel_Kent View Post
I get a little cross-eyed looking at detailed builds, so I'll just give you some general guidelines.
Taking from revisions of less Regen/Recover and more Rech, I worked a build where for 25seconds, AM and Haste would be stacking twice.
I could then maybe reduce this, free up more slots to regain some of the Regen/Recover, and have both AM and Haste down to just below 120 (due to cast times, overlapping triggers, etc)

This build is slowly looking better with each reply I'm getting, albeit slowly getting more pricey, but thats fine.

The build that New Dawn just posted is sitting at almost/above 2x the amount of Regen that the build made from your revisions have made, with maybe 10second cooldowns between Hasten and AM upkeep.

But most of that seems to be from dropping Health, not to mention that the revision has 8% more def and an ability to escape meele.

But the New Dawn build seems to focus heavily on holds, I may swap out the Fitness pool, add in Fallout somewhere and use slight changes to New Dawn's build as my team set-up.

Revision is:

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Rchg(37)
Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(29), Decim-Build%(31)
Level 2: Radiation Infection -- DarkWD-Slow%(A), DarkWD-ToHitDeb/Rchg(3), DarkWD-ToHitDeb/EndRdx(3), DarkWD-ToHitDeb(31), LdyGrey-DefDeb/Rchg(31), LdyGrey-DefDeb/Rchg/EndRdx(33)
Level 4: Accelerate Metabolism -- P'Shift-Acc/Rchg(A), P'Shift-EndMod(5), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc/Rchg(13), P'Shift-EndMod/Acc(15)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Hover -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(11), LkGmblr-Rchg+(46)
Level 10: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(19), Decim-Dmg/EndRdx(29)
Level 12: Fly -- Empty(A)
Level 14: Enervating Field -- EndRdx-I(A)
Level 16: Shout -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(19), Dev'n-Acc/Dmg/Rchg(21), Dev'n-Acc/Dmg/EndRdx/Rchg(21)
Level 18: Lingering Radiation -- P'ngTtl--Rchg%(A), ImpSwft-Dam%(34)
Level 20: Assault -- EndRdx-I(A), EndRdx-I(27)
Level 22: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(23), LkGmblr-Def/Rchg(23), S'dpty-Def(25), S'dpty-Def/Rchg(25), S'dpty-Def/EndRdx(27)
Level 24: Choking Cloud -- NrncSD-Dam%(A), NrncSD-Acc/Rchg(34), NrncSD-EndRdx/Hold(34), NrncSD-Acc/EndRdx(36), NrncSD-Hold/Rng(36), NrncSD-Acc/Hold/Rchg(36)
Level 26: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(40)
Level 28: Shockwave -- FrcFbk-Rechg%(A), FrcFbk-Acc/KB(39), FrcFbk-Dmg/KB(39), FrcFbk-Rchg/KB(43)
Level 30: Amplify -- RechRdx-I(A), RechRdx-I(42)
Level 32: Siren's Song -- FtnHyp-Acc/Rchg(A), FtnHyp-Sleep/Rchg(37), FtnHyp-Plct%(42), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Sleep/EndRdx(46)
Level 35: Screech -- Amaze-ToHitDeb%(A), Amaze-Acc/Stun/Rchg(43), Amaze-Acc/Rchg(43), Amaze-Stun/Rchg(45), Amaze-Stun(45)
Level 38: Dreadful Wail -- Sciroc-Dam%(A), Sciroc-Acc/Rchg(48)
Level 41: Tactics -- Rec'dRet-Pcptn(A)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
Level 47: Force of Nature -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(48), ImpArm-EndRdx/Rchg(48)
Level 49: Temp Invulnerability -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(50), RctvArm-ResDam(50), RctvArm-ResDam/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
------------
Set Bonus Totals:
  • 7.5% DamageBuff(Smashing)
  • 7.5% DamageBuff(Lethal)
  • 7.5% DamageBuff(Fire)
  • 7.5% DamageBuff(Cold)
  • 7.5% DamageBuff(Energy)
  • 7.5% DamageBuff(Negative)
  • 7.5% DamageBuff(Toxic)
  • 7.5% DamageBuff(Psionic)
  • 2.5% Defense(Smashing)
  • 2.5% Defense(Lethal)
  • 1.25% Defense(Energy)
  • 1.25% Defense(Negative)
  • 1.88% Defense(Psionic)
  • 3.13% Defense(Melee)
  • 0.63% Defense(Ranged)
  • 4.5% Max End
  • 46% Enhancement(Accuracy)
  • 2% Enhancement(Held)
  • 68.8% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 10% FlySpeed
  • 129.7 HP (12.8%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Immobilize) 11%
  • MezResist(Terrorized) 4.95%
  • 20% Perception
  • 18% (0.3 End/sec) Recovery
  • 46% (1.95 HP/sec) Regeneration
  • 9.14% Resistance(Fire)
  • 9.14% Resistance(Cold)
  • 10% RunSpeed
------------
Set Bonuses:
Doctored Wounds
(Radiant Aura)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Decimation
(Shriek)
  • MezResist(Immobilize) 2.75%
  • 11.4 HP (1.13%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Dark Watcher's Despair
(Radiation Infection)
  • 15.3 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
Touch of Lady Grey
(Radiation Infection)
  • 15.3 HP (1.5%) HitPoints
Performance Shifter
(Accelerate Metabolism)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
Red Fortune
(Hover)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Hover)
  • 7.5% Enhancement(RechargeTime)
Decimation
(Scream)
  • MezResist(Immobilize) 2.75%
  • 11.4 HP (1.13%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Devastation
(Shout)
  • 12% (0.51 HP/sec) Regeneration
  • 22.9 HP (2.25%) HitPoints
  • 3% DamageBuff(All)
Luck of the Gambler
(Maneuvers)
  • 10% (0.42 HP/sec) Regeneration
  • 11.4 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Serendipity
(Maneuvers)
  • 4% (0.17 HP/sec) Regeneration
  • 7.63 HP (0.75%) HitPoints
Neuronic Shutdown
(Choking Cloud)
  • MezResist(Immobilize) 2.2%
  • 15.3 HP (1.5%) HitPoints
  • 7% Enhancement(Accuracy)
  • 2% Enhancement(Held)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Positron's Blast
(Howl)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Force Feedback
(Shockwave)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • MezResist(Terrorized) 2.75%
  • 10% (0.42 HP/sec) Regeneration
Fortunata Hypnosis
(Siren's Song)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Absolute Amazement
(Screech)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Scirocco's Dervish
(Dreadful Wail)
  • 10% (0.42 HP/sec) Regeneration
Rectified Reticle
(Tactics)
  • 20% Perception
Impervium Armor
(Force of Nature)
  • 2.5% (0.04 End/sec) Recovery
  • 1.88% Defense(Psionic)
Reactive Armor
(Temp Invulnerability)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


 

Posted

If you have a look at the end drain of my build and its end recovery and compared to the end drain/end rec of your build (turn accolades on) there is also a difference.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.