Rad/MM tips


Airhammer

 

Posted

So I've been rolling a rad/mm for a while now, up to lvl 31 and I'm really enjoying it so far. I'm definitely more used to melee toons, and am trying to go for a blapper-like build since I have several close range powers. I guess what I'm really wondering is what kind of set bonuses I would benefit most from. Should I be trying to work more towards defense, or go the route of recharge to keep Drain Psyche up as much as possible?

Another thing I've always wondered is how people feel about nukes. I know that with Drain Psyche up it is possible to prevent the end crash, but I feel it's an awful lot of slots for a power that isn't up too often, considering I can easily get my 3 main AoEs under 8 secs for recharge. What I'm really going for is melee ranged AoE onslaught, so any insights on what powers to choose and slotting methods would be greatly appreciated.


 

Posted

You cannot prevent the end crash.. You will be able to recover from it quickly providing that you use it before you actually nuke.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Both rech and def will help you enormously. I'm inclined to say build for def first and rech second because def is always active, and does not need to hit people to work. Recharge will still help a ton though so sets like obliteration will be your friend


 

Posted

Oh that's right, you can't prevent the nuke crash. I think I was confusing it with the Force of Nature crash (haven't played my other blaster in a long time), which IIRC doesn't drain ALL of your endurance, but since it stunts your recovery, your toggles would otherwise run it dry in no time without Drain Psyche.

I think I'll just post a build that people can tear apart at their will. That might give me a better idea of what route to take. I've slotted for moderate defense and recharge, but I'm wondering if I have enough of either for it to be viable. I took my nuke but didn't slot it. I also took acrobatics instead of slotting KB protection IOs since the hold protection might help a bit. I'm pretty knowledgeable with Mids, but not so much with blasters so I could really use a few pointers on this one.

(BTW, I'm still undecided on an epic set seeing as how that will change soon anyways, so I'm not too worried about that right now)

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

Click this DataLink to open the build!

Dreamwave: Level 50 Magic Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Mental Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Neutrino Bolt -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(3), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/EndRdx(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg(7)
Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(11), Enf'dOp-Acc/Immob(11)
Level 2: Irradiate -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Acc/Dmg/Rchg(13), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
Level 4: Mind Probe -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(21)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Boxing -- Acc-I(A)
Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Mrcl-Rcvry+(27), RgnTis-Regen+(29)
Level 18: Concentration -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(33)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-Acc/Rchg(33), P'Shift-EndMod/Acc/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-End%(34)
Level 22: Drain Psyche -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(36), Nictus-Acc/Heal(36), Nictus-Acc/EndRdx/Heal/HP/Regen(36), Nictus-Acc/EndRdx/Rchg(37), Theft-Acc/EndRdx/Rchg(37)
Level 24: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(37), ImpSkn-Status(43)
Level 26: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40)
Level 28: World of Confusion -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(43)
Level 32: Cosmic Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 35: Acrobatics -- EndRdx-I(A)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(46), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(50)
Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
Level 44: Temp Invulnerability -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/EndRdx/Rchg(50)
Level 47: Atomic Blast -- M'Strk-Dmg/Rchg(A)
Level 49: Force of Nature -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 16.5% DamageBuff(Smashing)
  • 16.5% DamageBuff(Lethal)
  • 16.5% DamageBuff(Fire)
  • 16.5% DamageBuff(Cold)
  • 16.5% DamageBuff(Energy)
  • 16.5% DamageBuff(Negative)
  • 16.5% DamageBuff(Toxic)
  • 16.5% DamageBuff(Psionic)
  • 15.8% Defense(Smashing)
  • 15.8% Defense(Lethal)
  • 8.94% Defense(Fire)
  • 8.94% Defense(Cold)
  • 12.4% Defense(Energy)
  • 12.4% Defense(Negative)
  • 3% Defense(Psionic)
  • 24.9% Defense(Melee)
  • 14.3% Defense(Ranged)
  • 10.2% Defense(AoE)
  • 2.25% Max End
  • 59% Enhancement(Accuracy)
  • 3% Enhancement(Immobilize)
  • 55% Enhancement(RechargeTime)
  • 5% Enhancement(Heal)
  • 18% FlySpeed
  • 112.9 HP (9.37%) HitPoints
  • 18% JumpHeight
  • 18% JumpSpeed
  • MezResist(Confused) 7.5%
  • MezResist(Held) 10.3%
  • MezResist(Immobilize) 10.3%
  • MezResist(Sleep) 7.5%
  • MezResist(Stun) 14.1%
  • MezResist(Terrorized) 7.5%
  • 13% (0.22 End/sec) Recovery
  • 32% (1.61 HP/sec) Regeneration
  • 1.58% Resistance(Fire)
  • 1.58% Resistance(Cold)
  • 1.88% Resistance(Negative)
  • 3% Resistance(Psionic)
  • 23% RunSpeed



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Posted

Don't bother taking the nuke if you're not going to slot it. It's a very binary proposition: Take it and slot it, or don't take it at all. Unslotted it's just going to piss things off and drain your end.

Personally, I'd wait until Tuesday and build with the intention of going villainside to get Patron Pools, and go with Scorpion Shield. That will give you the possibility of softcapping Smashing/Lethal/Energy defense (though you will need to make some compromises on your build)


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Cheap and softcapped to S/L

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Posted

Thank you very much for posting that build, that gives me a really good idea of what to go for. I think I know how I'm going to do this now, thanks again everyone for your input.