Advice for a Rad/Energy/Force.
It is hard to give general advice without knowing your playstyle. Radiation is fun because of its -DEF debuffs, which means that the more you hit them...well... the more you are going to hit them, haha. And the set is pretty standard: 3 ST blasts, 3 AoE attacks (a PBAoE, a cone, and a Targeted AoE), A sniper, Aim, and the nuke. It's essentially got everything. So I'll just try to give some general info regarding if you are going to play at range or take the "blapper" road (considering that's viable with /Energy):
Ranged: Personally, I would take every primary attack except Irradiate. /Energy doesn't come with any ranged attacks, so you are going to want pretty much all of them. If you want to skip any others, I would say Electron Haze would be the other choice, considering it has a long animation and you'll be taking Repulsion Bomb. Your punch will be in your ST attacks anyway, especially Cosmic Burst. For /Energy, you essentially just get a bunch of clicks that will make you better: Build Up (obviously), Power Boost is fantastic with the -DEF effect of all the powers, and Boost Range allows you to shoot Cosmic Burst from further way, and snipe from the next county.
Blapper: You can skip one of the first two powers, though I advise against it because they are part of your "mez protection." You could skip Electron Haze and Proton Volley easily as well. Then just take your secondary melee punches, slot them, and love them.
Again, it all depends on how you want to play, what pool powers you're gonna take, etc., but those are the general guidelines I'd follow.
@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.
Taking advantage of this thread...
I'm interested in making a 'hover' rad/energy blaster, hopefully with as much ranged defense as possible. Any significant tips to make this simple/simpler? Any powers, like irradiate or electron haze, that need to be on the ground to activate? Is single-target damage the way to go with tihs? Force mastery seems like a pretty excellent Epic pool, and leadership for maneuvers... Is there a more syngergistic secondary for ranged blasting with rad/?
I'd post a build, but my Mids' isn't working ATM. Troubleshooting as we speak. Thanks for any thoughts!
It is hard to give general advice without knowing your playstyle. Radiation is fun because of its -DEF debuffs, which means that the more you hit them...well... the more you are going to hit them, haha. And the set is pretty standard: 3 ST blasts, 3 AoE attacks (a PBAoE, a cone, and a Targeted AoE), A sniper, Aim, and the nuke. It's essentially got everything. So I'll just try to give some general info regarding if you are going to play at range or take the "blapper" road (considering that's viable with /Energy):
Ranged: Personally, I would take every primary attack except Irradiate. /Energy doesn't come with any ranged attacks, so you are going to want pretty much all of them. If you want to skip any others, I would say Electron Haze would be the other choice, considering it has a long animation and you'll be taking Repulsion Bomb. Your punch will be in your ST attacks anyway, especially Cosmic Burst. For /Energy, you essentially just get a bunch of clicks that will make you better: Build Up (obviously), Power Boost is fantastic with the -DEF effect of all the powers, and Boost Range allows you to shoot Cosmic Burst from further way, and snipe from the next county. Blapper: You can skip one of the first two powers, though I advise against it because they are part of your "mez protection." You could skip Electron Haze and Proton Volley easily as well. Then just take your secondary melee punches, slot them, and love them. Again, it all depends on how you want to play, what pool powers you're gonna take, etc., but those are the general guidelines I'd follow. |
My biggest question is this: Why do so many people say take Irradiate over Electron Haze? I know Irradiate has a higher Defense Debuff, but Electron Haze has higher damage and a faster recharge. Can I get some insight?
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
I'm interested in making a 'hover' rad/energy blaster, hopefully with as much ranged defense as possible. Any significant tips to make this simple/simpler? Any powers, like irradiate or electron haze, that need to be on the ground to activate? Is single-target damage the way to go with tihs? Force mastery seems like a pretty excellent Epic pool, and leadership for maneuvers... Is there a more syngergistic secondary for ranged blasting with rad/? I'd post a build, but my Mids' isn't working ATM. Troubleshooting as we speak. Thanks for any thoughts! |
I have Irradiate on my hover blasting thermal corruptor it works fine airborne. I do not like the animation time for Electron Haze (which may be the answer to Nalrok's question).
Here's a sample non - PvP IO'd build nor a purple build (not everyone in CoH is a billionaire - I'm certainly not). The most expensive IO's are the mako's (which currently arent TOO bad certainly not as expensive as the Kinetic Combat). You can bypass Went's and just do tip missions to get the LoTG. I purposefully left slots open where you can put in whatever you wish and this build is just to give you an idea of how things would look since Mid's aint working.
Defensively this toon is at 41% Ranged with Weave / Hover / Stealth running. Click Power Boost and he's at 48 % ranged.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Neutrino Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42)
Level 1: Power Thrust -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
Level 2: X-Ray Beam -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(40)
Level 4: Build Up -- Empty(A), Empty(11), Empty(11)
Level 6: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Empty(13)
Level 8: Irradiate -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(15), Erad-Acc/Dmg/EndRdx/Rchg(15), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Rchg(50)
Level 10: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(43)
Level 12: Aim -- Empty(A), Empty(19), Empty(19)
Level 14: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(21)
Level 16: Kick -- Empty(A)
Level 18: Cosmic Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(43)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(25), EndRdx-I(25)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(48)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 26: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
Level 30: Stealth -- Empty(A)
Level 32: Atomic Blast -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(34), Erad-Acc/Rchg(34), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(36)
Level 35: Boost Range -- Empty(A)
Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 41: Personal Force Field -- DefBuff-I(A), EndRdx-I(45)
Level 44: Repulsion Bomb -- Empty(A), Empty(45), Empty(45), Empty(46)
Level 47: Temp Invulnerability -- EndRdx-I(A), EndRdx-I(48), Empty(48)
Level 49: Force of Nature -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A), Empty(50)
Level 2: Rest -- Empty(A), Empty(3), Empty(3)
Level 1: Defiance
Level 4: Ninja Run
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@Deadboy
I'm fairly new to Radiation, sort of new to Blasters (two at 35, one at 45, a few lowbies). How's Radiation? Anything I can skip, any must-take-early powers, any "use this in this situation only" powers?
Also, what can I skip from Energy?
I plan to take Repulsion Bomb, Temp Invulnerability, and PFF from Force Mastery.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."