Rad/rad Never Leveled a rad Ever!


Amazing_Guy

 

Posted

I have made a rad/rad Defender and It seems fun, and Ive heard they are great at debuffing, and i enjoying seeing things drop quickly and always being wanted as a toon in general so i decided to roll my first rad ever, any leveling advice as to which powers to pick and not to pick?


 

Posted

My Rad/Rad Defender is easily among my favorite characters to play, and I've spent a lot of time on him. I'll try to give you a basic rundown here, but feel free to ask any other questions you may have and I'll be happy to answer more specific queries.

As far as powers go...

Quote:
Radiation Emission

Pick ASAP -- Radiation Infection, Accelerate Metabolism, Enervating Field (though you may want to wait until after Stamina for that one), Lingering Radiation
Good picks -- Radiant Aura, Choking Cloud, EM Pulse
Skippable -- Mutation, Fallout


Radiation Blast

Pick ASAP -- Neutrino Bolt (no choice there), Cosmic Burst
Good picks -- Irradiate, Neutrino Bomb, Atomic Blast (if you like nukes), Aim
Skippable -- X-Ray Beam, Electron Haze, Proton Volley, Atomic Blast (if you don't like nukes)
Obviously this is a subjective ranking and some other Rad/Rad players might rank things differently than I have here. The "big three" debuffs (Rad Infection, Enervating Field and Lingering Rad) are pretty standard, however, and most people expect Rads to have these powers. Accelerate Metabolism is a great buff and another of Rad's signature powers that pretty much everyone takes.

Choking Cloud is somewhat controversial, a love-it-or-hate-it power that I like very much. Whether or not it's worth it will likely have a lot to do with how comfortable you are getting into melee range. Radiant Aura's the heal, it's a PbAOE aura heal and the weakest heal of its kind in the game. You're not here to heal. It's good to top off what little gets through your debuffs, but a healer you're not and you shouldn't play as though you are. EM Pulse is the most powerful AOE hold in the game. Really. It's pretty nice.

Mutation is probably one of the best of all the resurrect powers (I'd only rank Howling Twilight from Dark Miasma higher), but resurrect powers in general are skippable these days since anyone can make an awaken and many players have temp self-resurrect powers. There is a difference between powers like this an a battle-resurrect power like Mutation that puts a player right back into things with full health and endurance and no kind of stun, so it does have its place, but it can also be passed over understandably. I took this power but not until very late in the build.

Fallout, while fun, is an AOE damage power that centers on a dead teammate. Someone else on the team therefore has to die before you can use it. A good Fallout-Vengeance-Mutation combo is a lot of fun, but of course highly situational.


Probably the single best power in Radiation Blast is Cosmic Burst. That's the gem you don't want to miss from your secondary, a hard-hitting ST attack and stun all rolled into one. I also highly recommend Irradiate and Neutron Bomb because these two powers have very high Defense Debuff components which makes all the enemies easier to hit for you and everyone else on the team. If you have Choking Cloud this also makes it easier for that to hit. Neutrino Bolt is a nice, quick-cycling attack and thankfully not a bad pick since you're stuck with it.

Aim is nice if you have room for it - powers like Aim and Build Up are always nice. Atomic Blast is a fun nuke - who wouldn't want to literally mushroom-cloud nuke stuff? It's a crashing nuke, however, so it will bring down your endurance, which means your toggles drop. Used at the wrong time this can be disastrous, so Atomic Blast is definitely situational.

I'm not a big fan of Electron Haze mainly because of the knockback component. This is mostly because I play my Rad/Rad in melee more often that not, where my Irradiate and my choking cloud can do the most good, and knocking things around isn't compatible with that. If you're playing a Rad/Rad primarily from range, this is a much better power.

Proton Volley is a snipe. If you like snipes, you will probably like Proton Volley.

X-Ray Beam, while kind of cool-looking, is a not all that powerful of an attack. I never felt like I needed both Neutrino Bolt and X-Ray Beam, and since I had to take Neutrino Bolt...


Anyway, that's my rundown and my reasons for what I think. That's a melee-centered Rad/Rad for you. YMMV.


With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server

 

Posted

This is EXTREMELY helpful, I have looked at other places on the forums and havent found much on Rad/rad defenders, Im just wondering though, how should i directly slot my secondary attacks and primary debuffs? Should I slot for Def debuffs in my attacks or go for damage? And in my debuffs should I slot for tohit debuffs or def debuffs? This is all from a leveling perspective, Not when i Fully IO out my character when I hit 47.

I also heard that being an Up close debuffing defender requires you to pick up tough and weave if possible... Is it necessary? Also, what epic should i think about grabbing If i do? I was thinking dark for the possibility of getting soul drain to buff up my attacks, but im not sure whether i should be damage focused on this build, virtually what i'm asking is should i be a debuffing machine that kills very quickly, virtually a blaster with debuffs?


 

Posted

Quote:
Originally Posted by Amazing_Guy View Post
This is EXTREMELY helpful, I have looked at other places on the forums and havent found much on Rad/rad defenders, Im just wondering though, how should i directly slot my secondary attacks and primary debuffs? Should I slot for Def debuffs in my attacks or go for damage? And in my debuffs should I slot for tohit debuffs or def debuffs? This is all from a leveling perspective, Not when i Fully IO out my character when I hit 47.

I also heard that being an Up close debuffing defender requires you to pick up tough and weave if possible... Is it necessary? Also, what epic should i think about grabbing If i do? I was thinking dark for the possibility of getting soul drain to buff up my attacks, but im not sure whether i should be damage focused on this build, virtually what i'm asking is should i be a debuffing machine that kills very quickly, virtually a blaster with debuffs?
Slot attacks for damage. That's what they are there for. Case in point, Irradiate has a 37.5% debuff alone. RI should be slotted for tohit debuff and -def if you have slots to spare, but since you are /rad, you don't really need more -def. I've never taken tough/weave on a defender no matter how melee based they were. Rad can be on the more end hungry side even with AM due to the toggles. If you want to add in Tough/Weave, do so when only really looking at IOing out the build.


 

Posted

I agree with Amy Amp, slot your attacks for Damage. I like to have Achilles Heel chance for -Res procs in my attacks (especially Irradiate and Neutron Bomb), but other than that I slot for damage.

I do not have Tough or Weave on my Defender and I do not really think it's necessary - and this is from someone who plays primarily in melee. I do have the shield toggle from the APP (Temp Invuln, in my case, from Power Mastery).

I also agree with Amy that it's best to slot RI with ToHit Debuff - your attacks, especially if you have Irradiate and Neutron Bomb, will cover Defense Debuff nicely.


As for the last question, that's really a question of playstyle. I personally prefer to be a debuffing machine even if it means I solo a little slower, because I enjoy being a very potent debuffer when I get on teams. Due to the nature of buffs and debuffs in this game, a debuffer has a force multiplier effect while a damage dealer has an additive effect. You contribute more, in other words, by going the debuff route. I have a more blaster-ish build as my alternate for when I solo, which is somewhat rare on that character now that he's got all his Ouro badges (came in very handy there though).

As for choice of Epics, there's a lot of choices now that you can go Rogue and get the villain ones, so it really depends on what you're going for. I like Power Mastery for two reasons - Force of Nature allows me to pretty much be a Tanker for a short while, which has been pivotal for me more than once, and Power Boost is a very handy thing to have in your toolbox. I took Power Mastery mostly for Power Boost. Power Boost allows me to do some impressive things: first off, my Rad/Rad has full Leadership (Tactics helps Choking Cloud hit), so Power Boost+Vengeance is a very powerful buff and can often prevent a teamwipe. Also, Power Boost combines very well with EM Pulse. If you hit Vanguard Medal (an Accolade that boosts holds), Power Boost and then EM Pulse, you have a very potent 'pause button' that will hold pretty much everything in a wide radius around you. This is great if some one aggros an extra mob or two onto the team.

So that's why I like Power Mastery, but it's far from the only valid option. I have Dark Mastery on the solo build I mentioned, for pretty much the exact reasons you mentioned above. Soul Drain works nicely on that build, and if I die I can resurrect myself and hit everything around with a Mag 30 Stun, gotta love that.


With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server

 

Posted

Quote:
Originally Posted by Justaris View Post
I agree with Amy Amp, slot your attacks for Damage. I like to have Achilles Heel chance for -Res procs in my attacks (especially Irradiate and Neutron Bomb), but other than that I slot for damage.

I do not have Tough or Weave on my Defender and I do not really think it's necessary - and this is from someone who plays primarily in melee. I do have the shield toggle from the APP (Temp Invuln, in my case, from Power Mastery).

I also agree with Amy that it's best to slot RI with ToHit Debuff - your attacks, especially if you have Irradiate and Neutron Bomb, will cover Defense Debuff nicely.


As for the last question, that's really a question of playstyle. I personally prefer to be a debuffing machine even if it means I solo a little slower, because I enjoy being a very potent debuffer when I get on teams. Due to the nature of buffs and debuffs in this game, a debuffer has a force multiplier effect while a damage dealer has an additive effect. You contribute more, in other words, by going the debuff route. I have a more blaster-ish build as my alternate for when I solo, which is somewhat rare on that character now that he's got all his Ouro badges (came in very handy there though).

As for choice of Epics, there's a lot of choices now that you can go Rogue and get the villain ones, so it really depends on what you're going for. I like Power Mastery for two reasons - Force of Nature allows me to pretty much be a Tanker for a short while, which has been pivotal for me more than once, and Power Boost is a very handy thing to have in your toolbox. I took Power Mastery mostly for Power Boost. Power Boost allows me to do some impressive things: first off, my Rad/Rad has full Leadership (Tactics helps Choking Cloud hit), so Power Boost+Vengeance is a very powerful buff and can often prevent a teamwipe. Also, Power Boost combines very well with EM Pulse. If you hit Vanguard Medal (an Accolade that boosts holds), Power Boost and then EM Pulse, you have a very potent 'pause button' that will hold pretty much everything in a wide radius around you. This is great if some one aggros an extra mob or two onto the team.

So that's why I like Power Mastery, but it's far from the only valid option. I have Dark Mastery on the solo build I mentioned, for pretty much the exact reasons you mentioned above. Soul Drain works nicely on that build, and if I die I can resurrect myself and hit everything around with a Mag 30 Stun, gotta love that.
I see why you chose Power Mastery for sure! I actually must have overlooked that ability under Power Mastery, Ive never really played a Troller/fender either I tend to play mostly Melee toons, all 10 of my 50s at the moment are all Brutes/Tankers/Scrappers excluding my Earth/Thermal Troller which i never play.. I love to dish out the damage in Close range.

Id like to also say, I dont enjoy having two builds, I dont like expending time on buying the enhances for both....Unless Im unaware of this and you can trade enhancements inbetween (because ive never made a second build before and really messed with it), but besides that point, Id prefer a build thats applicable for mostly partying, which i enjoy, I solo on rare occasions.

Now I have one final question and ill start to make my final build. Since I have never IO'ed a troller/fender FULLY out, what should i slot my totals for? Im used to have to slotting for s/l def or melee/ranged/aoe def, but what should I go for when im slotting? Like acc or to hit buffs or something?


 

Posted

Your understanding of dual builds is correct - it's double the investment. It's certainly not for everyone, and if my Rad/Rad wasn't one of my main characters and my primary badge-hunter, I likely wouldn't have bothered.

IO Set bonus goals is a difficult subject, as there are MANY ways to go on this and many degrees you can go down each route. Of course, the more dedicated you are to a given IO bonus goal, the more you're likely sacrificing in overall effectiveness to reach that goal. That said, here's a couple commonly pursued goals:

  • High-Defense Build - Difficult and Expensive, and in my opinion not worth what you have to give up. On the flip side, has the potential to be extremely survivable. As a player used to melee characters, if you find your Rad/Rad feeling 'too squishy' for you by the endgame, this may be the way to go.
  • High-Recharge Build - Also very expensive, and Rad doesn't benefit as much from high recharge as some other Defender primaries like Empathy. Aside from getting perma-AM, which is nice, the only real benefit you get from high recharge it being able to throw out LR more often and, of course, attack more. Since many of your key powers are toggles, huge amounts of recharge bonus doesn't do as much for you as it does for a more click-based character.
  • +HP bonuses. Relatively easy to get, and they help keep you alive.
  • +End or +Recovery. Everyone loves to have more endurance.
  • None (Frankenslotting), gives specific powers best possible slotting at the expense of getting desirable Set bonuses.

Personally, I don't find that the bonuses from Purple/PvP IO sets are all that worth it on a Rad/Rad unless you're really going all-out for Recharge. On my own character I went with a mix of recharge, HP, Endurance and Recovery bonuses, with some powers frankenslotted rather than slotted for Set Bonuses. IOs are where the you really personalize your build, though, and you should always build towards your playstyle.

P.S. I also really like using HO: Enzymes for Radiation Infection. Put in two and you've got the power slotted pretty well, leaving four slots for Sets.


With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server

 

Posted

I would just go Dark epic and use the one build. I've never felt the need EMP benefits that greatly from Power Boost, or even adding in the accolade. I guess I don't feel the need for a hold to go for that long as a practical need. Unslotted it has a duration of 22.35 seconds. Same goes for Vengeance. Three slotted for def and it's going to put an end to any death after that. Have people died with the buff on them? Sure, but it's so rare that I can't imagine Power Boost changing it to where it's overly beneficial.


 

Posted

There are a lot of good things to power boost with a rad defender. Power boosted accelerated metabolism, power boosted lingering rad in AV fights, as said, power boosted EM Pulse, and a power boosted fallout/vengeance combo isn't a bad little trick either.


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 Amy_Amp View Post
I would just go Dark epic and use the one build. I've never felt the need EMP benefits that greatly from Power Boost, or even adding in the accolade. I guess I don't feel the need for a hold to go for that long as a practical need. Unslotted it has a duration of 22.35 seconds. Same goes for Vengeance. Three slotted for def and it's going to put an end to any death after that. Have people died with the buff on them? Sure, but it's so rare that I can't imagine Power Boost changing it to where it's overly beneficial.
This is a good point, and if I made it sound like that level of buff was necessary on a regular basis then I apologize. My playtimes are somewhat erratic, so my Rad/Rad ends up doing pickup groups for things about half the time, which makes 'overkill' abilities that Power Boost provides very helpful. If I were able to play 75% of my time or better with veteran players in an SG or other group then I'd probably see less use of those combos.

In short, while it may not be necessary in many situations, particularly when playing on a very good and experienced team, I like to have the option when I need it. YMMV.


With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server

 

Posted

Quote:
Originally Posted by Justaris View Post
This is a good point, and if I made it sound like that level of buff was necessary on a regular basis then I apologize. My playtimes are somewhat erratic, so my Rad/Rad ends up doing pickup groups for things about half the time, which makes 'overkill' abilities that Power Boost provides very helpful. If I were able to play 75% of my time or better with veteran players in an SG or other group then I'd probably see less use of those combos.

In short, while it may not be necessary in many situations, particularly when playing on a very good and experienced team, I like to have the option when I need it. YMMV.
So i Threw together a made from scratch build from what yall have said, I slotted for alot of regen and Hitpoints, Let me know what yall think and what I said I want to do in earlier posts

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Amazing Radiation: Level 50 Natural Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Radiation Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Radiant Aura
  • (A) Numina's Convalescence - Heal/Endurance
  • (3) Numina's Convalescence - Heal/Recharge
  • (3) Numina's Convalescence - Heal/Endurance/Recharge
  • (5) Numina's Convalescence - Heal
  • (5) Regenerative Tissue - +Regeneration
  • (7) Numina's Convalescence - +Regeneration/+Recovery
Level 1: Neutrino Bolt
  • (A) Devastation - Damage/Endurance
  • (7) Devastation - Accuracy/Damage/Endurance/Recharge
  • (9) Devastation - Accuracy/Damage
Level 2: Radiation Infection
  • (A) Dampened Spirits - To Hit Debuff
  • (9) Dampened Spirits - To Hit Debuff/Endurance
  • (11) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (11) Dark Watcher's Despair - To Hit Debuff
  • (13) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (13) Dark Watcher's Despair - Recharge/Endurance
Level 4: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (15) Efficacy Adaptor - EndMod/Recharge
  • (15) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (17) Performance Shifter - EndMod
  • (17) Performance Shifter - EndMod/Recharge
  • (19) Performance Shifter - EndMod/Accuracy/Recharge
Level 6: Swift
  • (A) Run Speed IO
Level 8: Hasten
  • (A) Recharge Reduction IO
Level 10: Irradiate
  • (A) Scirocco's Dervish - Damage/Endurance
  • (19) Scirocco's Dervish - Accuracy/Damage
  • (21) Scirocco's Dervish - Accuracy/Recharge
  • (21) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (23) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
  • (23) Touch of Lady Grey - Recharge/Endurance
Level 12: Lingering Radiation
  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
Level 14: Super Speed
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Health
  • (A) Miracle - Heal
  • (27) Miracle - +Recovery
  • (27) Miracle - Heal/Endurance
Level 18: Choking Cloud
  • (A) Ghost Widow's Embrace - Accuracy/Endurance
  • (29) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (29) Ghost Widow's Embrace - Accuracy/Hold/Recharge
  • (31) Lockdown - Accuracy/Hold
  • (31) Lockdown - Endurance/Recharge/Hold
  • (31) Lockdown - Chance for +2 Mag Hold
Level 20: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (33) Efficacy Adaptor - EndMod/Recharge
  • (33) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (33) Efficacy Adaptor - EndMod/Endurance
  • (46) Efficacy Adaptor - EndMod/Accuracy
Level 22: Enervating Field
  • (A) Endurance Reduction IO
Level 24: Aim
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
Level 26: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
Level 28: Cosmic Burst
  • (A) Decimation - Accuracy/Damage
  • (36) Decimation - Damage/Endurance
  • (37) Decimation - Damage/Recharge
  • (37) Decimation - Accuracy/Endurance/Recharge
  • (37) Thunderstrike - Damage/Endurance
  • (39) Thunderstrike - Accuracy/Damage/Endurance
Level 30: Tactics
  • (A) To Hit Buff IO
Level 32: EM Pulse
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (34) Basilisk's Gaze - Accuracy/Recharge
  • (36) Basilisk's Gaze - Recharge/Hold
  • (36) Basilisk's Gaze - Endurance/Recharge/Hold
  • (45) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (45) Basilisk's Gaze - Chance for Recharge Slow
Level 35: Neutron Bomb
  • (A) Positron's Blast - Accuracy/Damage
  • (42) Positron's Blast - Damage/Endurance
  • (43) Positron's Blast - Damage/Recharge
  • (43) Positron's Blast - Damage/Range
  • (43) Positron's Blast - Accuracy/Damage/Endurance
  • (45) Endurance Reduction IO
Level 38: Atomic Blast
  • (A) Obliteration - Damage
  • (39) Obliteration - Accuracy/Recharge
  • (39) Obliteration - Damage/Recharge
  • (40) Obliteration - Accuracy/Damage/Recharge
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (40) Recharge Reduction IO
Level 41: Vengeance
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Defense/Recharge
Level 44: Fallout
  • (A) Dampened Spirits - To Hit Debuff
  • (46) Dampened Spirits - To Hit Debuff/Recharge
  • (46) Dampened Spirits - To Hit Debuff/Recharge/Endurance
Level 47: Dark Consumption
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (48) Scirocco's Dervish - Accuracy/Recharge
  • (48) Efficacy Adaptor - EndMod
  • (48) Efficacy Adaptor - EndMod/Recharge
Level 49: Dark Embrace
  • (A) Steadfast Protection - Resistance/Endurance
  • (50) Steadfast Protection - Resistance/+Def 3%
  • (50) Steadfast Protection - Knockback Protection
  • (50) HamiO:Ribosome Exposure
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Vigilance
Level 4: Ninja Run



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Posted

Overall it's a pretty good build, but there's a few things I would recommend tweaking. In no particular order:

1) Enervating Field underslotted. This power has a rather high endurance cost and you're going to want to run it a lot, so I'd say two EndRedux at bare minimum here. I use three.

2) If you can afford it, I'd recommend two Enzymes in Radiation Infection in place of the two Dampened Spirits.

3) If you're going to use Fallout, I recommend you slot it for damage.

4) Tactics is a bit underslotted, but slots are always at a premium in a build like this. If you can find the space, I'd try to work in at least one more slot.

5) You've not taking Soul Drain, which is probably the big draw of going with Dark Mastery in the first place. Soul Transfer is also tempting for the huge stun it does when you self-rez. Dark Consumption is a good endurance management tool and the shield power from any APP is always nice. This gets more into personal preference than anything else, just something to think about.


With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server

 

Posted

Not enough recharge in accelerated metabolism.

Not enough recharge in hasten.

Not enough slots in lingering radiation.

Not enough end reduction in choking cloud.

You need some end reduction in tactics.


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

Not a bad start. I can really only echo what Psylenz said.

Other than that I would personally take the Numina and Regen Tissue proc out of Radiant Aura and put them into Health. I'm also a big fan of putting as many damage procs into Neutrino Bolt as I can.


 

Posted

Quote:
Originally Posted by Justaris View Post
Overall it's a pretty good build, but there's a few things I would recommend tweaking. In no particular order:

1) Enervating Field underslotted. This power has a rather high endurance cost and you're going to want to run it a lot, so I'd say two EndRedux at bare minimum here. I use three.

2) If you can afford it, I'd recommend two Enzymes in Radiation Infection in place of the two Dampened Spirits.

3) If you're going to use Fallout, I recommend you slot it for damage.

4) Tactics is a bit underslotted, but slots are always at a premium in a build like this. If you can find the space, I'd try to work in at least one more slot.

5) You've not taking Soul Drain, which is probably the big draw of going with Dark Mastery in the first place. Soul Transfer is also tempting for the huge stun it does when you self-rez. Dark Consumption is a good endurance management tool and the shield power from any APP is always nice. This gets more into personal preference than anything else, just something to think about.
So First off, I dropped Fallout, I feel like soul Drain might be more worth it on this toon, but im not toally convinced of that yet, I moved some slots around, took some out of irradiate, put some in enervating field, got three in lingering radiation, two in hasten, swapped basilisks gaze for neurotic shutdown, got 2 Hos in tactics and in RI... looks like an improvement.
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Amazing Radiation: Level 50 Natural Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Radiation Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Radiant Aura
  • (A) Numina's Convalescence - Heal/Endurance
  • (3) Numina's Convalescence - Heal/Recharge
  • (3) Numina's Convalescence - Heal/Endurance/Recharge
  • (5) Numina's Convalescence - Heal
  • (5) Regenerative Tissue - +Regeneration
  • (7) Numina's Convalescence - +Regeneration/+Recovery
Level 1: Neutrino Bolt
  • (A) Devastation - Damage/Endurance
  • (7) Devastation - Accuracy/Damage/Endurance/Recharge
  • (9) Devastation - Accuracy/Damage
Level 2: Radiation Infection
  • (A) HamiO:Enzyme Exposure
  • (9) HamiO:Enzyme Exposure
  • (11) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (11) Dark Watcher's Despair - To Hit Debuff
  • (13) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (13) Dark Watcher's Despair - Recharge/Endurance
Level 4: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (15) Efficacy Adaptor - EndMod/Recharge
  • (15) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (17) Performance Shifter - EndMod
  • (17) Performance Shifter - EndMod/Recharge
  • (19) Recharge Reduction IO
Level 6: Swift
  • (A) Run Speed IO
Level 8: Hasten
  • (A) Recharge Reduction IO
  • (45) Recharge Reduction IO
Level 10: Irradiate
  • (A) Scirocco's Dervish - Damage/Endurance
  • (19) Scirocco's Dervish - Accuracy/Damage
  • (21) Scirocco's Dervish - Accuracy/Recharge
  • (21) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 12: Lingering Radiation
  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
  • (45) Recharge Reduction IO
Level 14: Super Speed
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Health
  • (A) Miracle - Heal
  • (27) Miracle - +Recovery
  • (27) Miracle - Heal/Endurance
Level 18: Choking Cloud
  • (A) Ghost Widow's Embrace - Accuracy/Endurance
  • (29) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (29) Ghost Widow's Embrace - Accuracy/Hold/Recharge
  • (31) Lockdown - Accuracy/Hold
  • (31) Lockdown - Endurance/Recharge/Hold
  • (31) Endurance Reduction IO
Level 20: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (23) Efficacy Adaptor - EndMod/Accuracy
  • (33) Efficacy Adaptor - EndMod/Recharge
  • (33) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (33) Efficacy Adaptor - EndMod/Endurance
Level 22: Enervating Field
  • (A) Endurance Reduction IO
  • (23) Endurance Reduction IO
  • (46) Endurance Reduction IO
Level 24: Aim
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
Level 26: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
Level 28: Cosmic Burst
  • (A) Decimation - Accuracy/Damage
  • (36) Decimation - Damage/Endurance
  • (37) Decimation - Damage/Recharge
  • (37) Decimation - Accuracy/Endurance/Recharge
  • (37) Thunderstrike - Damage/Endurance
  • (39) Thunderstrike - Accuracy/Damage/Endurance
Level 30: Tactics
  • (A) HamiO:Cytoskeleton Exposure
  • (40) HamiO:Cytoskeleton Exposure
Level 32: EM Pulse
  • (A) Neuronic Shutdown - Accuracy/Recharge
  • (34) Neuronic Shutdown - Endurance/Hold
  • (36) Neuronic Shutdown - Accuracy/Endurance
  • (36) Neuronic Shutdown - Hold/Range
  • (45) Neuronic Shutdown - Accuracy/Hold/Recharge
Level 35: Neutron Bomb
  • (A) Positron's Blast - Accuracy/Damage
  • (42) Positron's Blast - Damage/Endurance
  • (43) Positron's Blast - Damage/Recharge
  • (43) Positron's Blast - Damage/Range
  • (43) Positron's Blast - Accuracy/Damage/Endurance
Level 38: Atomic Blast
  • (A) Obliteration - Damage
  • (39) Obliteration - Accuracy/Recharge
  • (39) Obliteration - Damage/Recharge
  • (40) Obliteration - Accuracy/Damage/Recharge
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 41: Vengeance
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Defense/Recharge
Level 44: Dark Consumption
  • (A) Scirocco's Dervish - Damage/Endurance
  • (46) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (46) Efficacy Adaptor - EndMod/Accuracy
  • (48) Efficacy Adaptor - EndMod/Recharge
Level 47: Dark Embrace
  • (A) Impervium Armor - Resistance
  • (48) Impervium Armor - Resistance/Endurance
  • (48) Steadfast Protection - Resistance/+Def 3%
Level 49: Soul Drain
  • (A) Obliteration - Damage/Recharge
  • (50) Obliteration - Accuracy/Damage/Recharge
  • (50) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (50) HamiO:Nucleolus Exposure
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Vigilance
Level 4: Ninja Run



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Posted

And, ive also looked into making a Corr Sonic/rad, because i looked at another post earlier and was alarmed at HOW LOW defenders damage really is... But, i still wish to have him as good debuffer, because defenders still have a debuffing ability than corrs correct?


 

Posted

So Am i Getting this is a good final build!?


 

Posted

Quote:
Originally Posted by Amazing_Guy View Post
So Am i Getting this is a good final build!?

In general, yes, pretty good build for teaming. Details in a few. General comments first.

I agree with Justaris almost 100% on general Rad/Rad playstyle with one exception (or maybe he just didn't comment on this). I'd slot most attacks for damage (and Achilles -Res in aoes). In Neutrino, I'd not slot damage at all, a little Acc, some recharge, and as many procs (damage and otherwise) as I can get in there. Chance for hold, -res, and damage, too. It's just such a great power for that.
Which leads to my opinion for a global build, build for recharge in my opinion. Faster Neutrino is all good. Cosmic Burst is a great single target weapon, and the faster the better. Lingering Rad is your AV killer since it drops regen rates. The more you can keep it up the better. AM too, more the better. It's true that this doesn't help with the toggles, though.


Now for specifics. I'd spend less slots on the heal, but that's just me. As someone said before, you're not really a healer. And, again seconding someone else, the +Regen and +Regen/Recovery really should be moved to Health. I'd swap the +Regen for a Miracle +recovery so you can run your debuffs and fight full out while hastened, but that's my playstyle, too. For Choking cloud a chance for +2 Mag hold will probably serve ya better than the Damage, but.... lastly, I'm not a big Veng fan, as it's kinda pointless if nobody dies, and in my experince, about 1/2 the time when people DO die, they self rez before you can use it, but that's just my experience and opinion on the topic. I'd pick up Assault for a flat extra 18.7% bonus to damage all the time for you and anyone nearby. Or, another power from just about anywhere. Take a power you expect to use every mission, is my advice. Of course, all depending on your playstyle. YMMV

Well, good luck and I hope it turns out well for ya.


 

Posted

Amusingly enough, I have never played both the Rad/ and /Rad combination in the same character. I have an FF/Rad Defender and an Illusion/Rad Controller. I tried out Rad/Rad in Beta and didn't like it, though, because I didn't want to have the ability to heal. If I'd known today what I know now, I would have thrown concept out the window, or at least just skipped Radiant Aura.

Pretty much I have nothing to add that everyone else has not already addressed. But I will emphasise that Rad Blast is a fairly low damage set. It is not bad, but with the high recharge of Neutrino and -Def debuff in place of a "heavier hitting" secondary effect, it really doesn't do well without a good damage boost behind it, which fortunately Rad Emission does with RI and EF. Don't both slotting for -Def, it's good for fitting -Def IOs into your build for Set Bonuses, but your average build should never have a problem with accuracy.

Of the two anchor toggles, I consider Enervating Field to be the more powerful, as doing more damage (due to -Res) is always an advantage both to you and the team. Conversely, though, -Acc tends to help teams overall more than -Dam. It depends a lot on your team makeup, and honestly, there's no reason not to get both.

Don't ignore the power of Lingering Radiation, either. It's the third spoke of your defensive wheel, foes hit by it not only slow their movement, bunching up more for AoEs, but they also fire less often. So that's quite handy.

Honestly, the people who talk about how horridly low Defender damage is... ignore them. You will have a +25% damage boost from Accellerate Metabolism, and assuming your teammates are on the ball enough to gather when you tell them to, so will they, as well. Solo or on a small team you get 10-30% more damage yourself. And then, on top of that, once your FINAL damage is calculated, you can add 30% MORE damage from Enervating Field. You can probably ignore slotting for Accuracy (between Radiation Infection and your own Def Debuffs you shouldn't have any trouble hitting anything yourself) and if you use procs in Neutrino like others have suggested, that'll raise your damage even more. And your foes will move and fire like they're swimming in molasses, have serious trouble hitting you, and when they do hit you, will do only 3/4 of their damage.

No, a Rad Defender doesn't lack damage. Your biggest headache will be yelling at the teammates that keep killing your anchors.


 

Posted

It should be noted that Rad/Rad benefits greatly from procs in neutrino bolt and choking cloud. Fitting a proc into lingering rad isn't farfetched either.


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.