Rad/Son advice please.


Amy_Amp

 

Posted

I have a 38 Rad/Sonic Defender that I haven't played since about a year ago, as other games had caught my attention in that time.
However, I came back and had the itching for a defender, so I dusted her off.
I seem to have a freespec sitting around (Although I'd assume we'd get one with i19 anyway), and my slots are... I don't know what I was doing with them or my powers or anything. I recall I grouped quite a bit, which would explain why I have nearly all of the Rad Powers and almost none of the Sonic Powers (I have Sprint/Hurdle/Stamina, the 3 Leadership toggles, Combat Jumping/SuperJump as side pools).

I guess what I would like is what powers would be good for solo / small team, an approximately good order to take them in, and the best things to slot them for (not asking for specific sets or whatnot, just, what sort of bonuses should I be trying to fit in them). If that's not too much to ask. I'm just at a loss, not having touched it in so long and not remembering what I was doing with it.

Thanks!


 

Posted

Here's a Cliff Notes version:

Radiation Emission -
Must Have: Radiation Infection, Enervating Field, Lingering Radiation, Accelerate Metabolism
Good: Radiant Aura, EM Pulse, Mutation, Choking Cloud
Skippable: Fallout

Sonic Attack -
Must Have: Shriek, Howl, Shout, Screech
Good: Scream, Amplify, Siren's Song, Dreadful Wail
Skippable: Shockwave

Dreadful Wail is a bit of a special case, being a nuke, so it's a judgment call. The crash of the nuke will drop your endurance and therefore your toggles, so it's up to you whether that's worthwhile. Personally I find that it's nice to have the option.

I'll post more on this later if no one else has, don't have a lot of time at the moment.


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Posted

Quote:
Originally Posted by Justaris View Post
Here's a Cliff Notes version:

Radiation Emission -
Must Have: Radiation Infection, Enervating Field, Lingering Radiation, Accelerate Metabolism
Good: Radiant Aura, EM Pulse, Mutation, Choking Cloud
Skippable: Fallout

Sonic Attack -
Must Have: Shriek, Howl, Shout, Screech
Good: Scream, Amplify, Siren's Song, Dreadful Wail
Skippable: Shockwave

Dreadful Wail is a bit of a special case, being a nuke, so it's a judgment call. The crash of the nuke will drop your endurance and therefore your toggles, so it's up to you whether that's worthwhile. Personally I find that it's nice to have the option.

I'll post more on this later if no one else has, don't have a lot of time at the moment.
Put EM Pulse as a must have and Choking Cloud as skippable although there is debate there. Move Scream to must have and Shout to good. Amplify could be moved to skippable just because I never take Aim like powers on defenders, but after i19 that might change.


 

Posted

What to slot these things for:

The two enemy toggles need End Red and lots of it. RI (? the -ToHit one anyway) should also have -ToHit and lots of it. Lingering Radiation and AM, all I remember is stuffing recharge in there. I could be missing important things.

As far as the sonic side of things: your basic one acc or similar, 3 damage, and recharge to suit. I tend to frankenslot or throw four, five t-strikes into a power so I end up with a lot of end reduction and recharge reduction along the way.

I _like_ going with Hasten and some +Rech (the cheap sets, not purples n'stuff) because Hasten and AM play well together. It's not _necessary_ by any means.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Thanks guys.
I've not played a class with a nuke high enough to get one before, so I don't know if I'd like it or not... I guess I"ll skip it for now and pick it up later if I have room.

I"ll agree on Choking Cloud as fun but probably skippable from what I remember...

Couple more questions:

General playstyle would be debuff them with my toggles to the point any damage is managable, and then /Sonic them down, right?

I've seen a few people mention a 'rule of 5' or somethign when talking about slotting; what is that about?


Oh, and a recommended, uh, the level 41+ power pools you can grab, whatever those are called. Recommendations on that, or are they all good?


 

Posted

http://paragonwiki.com/wiki/Rule_of_...e_Law_of_Fives

Basically you can only have 5 bonuses with the same "name". The 6th and later bonuses of the same name will not benefit you the vast majority of the time. The "name" almost always correlates with a given numerical value but one very significant exception exists ... LotG +7.5% global recharge which has its own unique name and therefore stacks up independently of other sets bonuses granting +7.5% recharge such as Kinetic Crash.

From a section out of the link at the top:

Quote:
Castle further elaborated on the rule of five in I13 Closed Beta saying that the exclusion of more than five of the same bonuses is based on the name of the bonus and not its value. For example, a character can benefit from up to five global benefits of Luck of the Gambler: Defense/Increased Recharge Speed, which gives a global +7.5% bonus to Recharge Rate, as well as up to five set bonuses of +7.5% Recharge. That's because the first bonus is named "Luck of the Gambler: Recharge Speed" while the second is "Huge Recharge Bonus". One can find the names of the bonuses listed in the Combat Attributes window.
These names also show up under your powers info tab in your personal information


 

Posted

For my long, detailed thoughts and opinions on Rad/Sonic, see my guide in my sig. Needs a little updating for new additions such as PPPs, but it's otherwise accurate. And I'm waiting for Incarnate content to hit before making any major updates anyway.

Personally, I'd suggest making a Rad/Sonic Offender. The combo works very well for personal damage and, because Rad is so debuff heavy, the things you do with your primary to benefit yourself benefits the team equally; only Mutation doesn't directly benefit yourself. There's also plenty of leeway to toss in more support on top of an Offendery build, such as Leadership or ally rezzing.

Also, Vengeance + Soul Drain + Aim + Fallout and/or Dreadful Wail will cause you to cackle maniacally.


 

Posted

Quote:
Originally Posted by Justaris View Post
Here's a Cliff Notes version:

Radiation Emission -
Must Have: Radiation Infection, Enervating Field, Lingering Radiation, Accelerate Metabolism
Good: Radiant Aura, EM Pulse, Mutation, Choking Cloud
Skippable: Fallout

Sonic Attack -
Must Have: Shriek, Howl, Shout, Screech
Good: Scream, Amplify, Siren's Song, Dreadful Wail
Skippable: Shockwave

Dreadful Wail is a bit of a special case, being a nuke, so it's a judgment call. The crash of the nuke will drop your endurance and therefore your toggles, so it's up to you whether that's worthwhile. Personally I find that it's nice to have the option.

I'll post more on this later if no one else has, don't have a lot of time at the moment.
um.. Howl, very skippable, You forgot amplify as a must have. Here I made a build. it is 5 hp away from the hp cap as long as you have all the +hp accolades. This is a great debuffing/offensive type defender with all the -resis,-to hit and -def. When I-19 goes live and fitness is inherent then you could look to add powers that are eh soso at best, like choking cloud, em pulse, dreadfull wail etc. but here ya go, yeah it would be a bit expensive but not that bad, it only uses 2 Lotg 7.5's and then a full set of Apocs and 5 absolute amazements but the rest are pretty affordable and with hero and villian merits the Lotg 7.5's and numina and miracle procs are pretty easily attainable. nonetheless here ya go:

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

radsonic: Level 50 Mutation Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Radiant Aura -- Numna-Heal(A), Numna-Heal/Rchg(3), Numna-Heal/EndRdx/Rchg(9), Mrcl-Heal(9), Mrcl-Heal/Rchg(11)
Level 1: Shriek -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Hold%(33), Decim-Acc/Dmg(37), Decim-Acc/Dmg/Rchg(40), Decim-Build%(50)
Level 2: Radiation Infection -- LdyGrey-%Dam(A), LdyGrey-DefDeb/EndRdx(5), LdyGrey-DefDeb/Rchg/EndRdx(5), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(7), DarkWD-ToHitDeb(21)
Level 4: Accelerate Metabolism -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc/Rchg(13), Efficacy-EndMod/Rchg(13), Efficacy-EndMod/Acc/Rchg(40), Zephyr-ResKB(43)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 8: Enervating Field -- EndRdx-I(A)
Level 10: Scream -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(15), Dev'n-Acc/Dmg/EndRdx/Rchg(17), Apoc-Dam%(17), Apoc-Dmg(19), Apoc-Acc/Dmg/Rchg(43)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- HO:Micro(A), Zephyr-ResKB(19)
Level 16: Lingering Radiation -- RechRdx-I(A)
Level 18: Shout -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(23), Dev'n-Acc/Dmg/Rchg(23), Apoc-Acc/Rchg(25), Apoc-Dmg/EndRdx(25), Apoc-Dmg/Rchg(50)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(45), Mrcl-Rcvry+(46), Mrcl-Heal(46), Mrcl-Heal/EndRdx(46)
Level 22: Amplify -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-Rchg(34), AdjTgt-ToHit/EndRdx(37)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/EndRdx(27), P'Shift-End%(29), P'Shift-EndMod(29)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), Krma-Def/EndRdx(31), Krma-Def/Rchg(31), Krma-ResKB(48)
Level 28: Super Jump -- ULeap-EndRdx(A), ULeap-Jump(31), ULeap-Stlth(33)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), Ksmt-ToHit+(33)
Level 32: Assault -- EndRdx-I(A)
Level 35: Screech -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37)
Level 38: Tactics -- GSFC-Build%(A), GSFC-ToHit/Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(40)
Level 41: Dominate -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg/Rchg(42), Decim-Acc/Dmg(42), Decim-Acc/Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(50)
Level 44: Mind Over Body -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(45)
Level 47: Mutation -- Adrenal-EndMod(A), Adrenal-EndMod/Rchg(48), Adrenal-EndMod/Acc/Rchg(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 4% DamageBuff(Smashing)
  • 4% DamageBuff(Lethal)
  • 4% DamageBuff(Fire)
  • 4% DamageBuff(Cold)
  • 4% DamageBuff(Energy)
  • 4% DamageBuff(Negative)
  • 4% DamageBuff(Toxic)
  • 4% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Ranged)
  • 3% Defense(AoE)
  • 37.5% Enhancement(RechargeTime)
  • 24% Enhancement(Accuracy)
  • 15% FlySpeed
  • 381.5 HP (37.5%) HitPoints
  • 19% JumpHeight
  • 19% JumpSpeed
  • Knockback (Mag -16)
  • Knockup (Mag -16)
  • MezResist(Immobilize) 5.5%
  • 18% (0.3 End/sec) Recovery
  • 92% (3.91 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 15% RunSpeed
  • 1.5% XPDebtProtection



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