Rad/Psy Defender


fur_nes

 

Posted

Siiince Defender debuffs are unresistable in PvP- what happened to Rad/Psys in 2.0? Is it that every time a hold, disorient, or mez hits, the toggles drop? Well, I made a build that has a lot of recharge, perhaps that would mitigate the toggles dropping so much? Money is not a problem.

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

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Psychic Blast
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Radiation Infection -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(3), DarkWD-ToHitDeb/Rchg(3), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-Rchg/EndRdx(5), Achilles-ResDeb%(7)
Level 1: Mental Blast -- GJ-Dam%(A), GJ-Acc/Dmg(7), GJ-Dam/Rech(9), GJ-Acc/Dmg/End/Rech(9), GJ-Acc/End/Rech(11), GJ-Dam/End/Rech(36)
Level 2: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc/Rchg(13), Efficacy-EndMod/Acc(13), Efficacy-Acc/Rchg(15), Efficacy-EndMod/EndRdx(15)
Level 4: Subdue -- GJ-Acc/Dmg(A), GJ-Dam/Rech(17), GJ-Acc/Dmg/End/Rech(17), GJ-Dam%(19), GJ-Acc/End/Rech(19), GJ-Dam/End/Rech(21)
Level 6: Super Jump -- HO:Micro(A), HO:Micro(21)
Level 8: Enervating Field -- EndRdx-I(A), EndRdx-I(23), RechRdx-I(23), RechRdx-I(25)
Level 10: Radiant Aura -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(25), Panac-Heal/Rchg(27), Panac-Heal/EndRedux/Rchg(27), Panac-Heal(29), Panac-Heal/+End(29)
Level 12: Lingering Radiation -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(31), ImpSwft-EndRdx/Rchg/Slow(31), CtlSpd-EndRdx/Rchg/Slow(31), Acc-I(33)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Telekinetic Blast -- GJ-Acc/Dmg(A), GJ-Dam/Rech(33), GJ-Acc/Dmg/End/Rech(33), GJ-Dam%(34), GJ-Acc/End/Rech(34), GJ-Dam/End/Rech(34)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 20: Will Domination -- FtnHyp-Plct%(A), Apoc-Dam%(36), Apoc-Dmg/Rchg(37), Apoc-Acc/Dmg/Rchg(37), Apoc-Acc/Rchg(37), Apoc-Dmg/EndRdx(39)
Level 22: Acrobatics -- EndRdx-I(A)
Level 24: Super Speed -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(39), Winter-ResSlow(48)
Level 26: Assault -- EndRdx-I(A)
Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(39), AdjTgt-ToHit/EndRdx(40), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(40), Rec'dRet-Pcptn(42)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 35: Invisibility -- LkGmblr-Rchg+(A)
Level 38: Phase Shift -- RechRdx-I(A)
Level 41: Dark Embrace -- GA-ResDam(A), GA-Res/Rech/End(42), GA-End/Res(42), GA-3defTpProc(43), GA-RechEnd(43), GA-RechRes(43)
Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(45)
Level 47: Soul Storm -- GJ-Acc/Dmg(A), GJ-Dam/Rech(48), GJ-Acc/Dmg/End/Rech(48), GJ-Dam%(50), GJ-Acc/End/Rech(50), GJ-Dam/End/Rech(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45)
Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46), Efficacy-EndMod(46), P'Shift-EndMod/Acc(46)
------------
Set Bonus Totals:

  • 20.5% DamageBuff(Smashing)
  • 20.5% DamageBuff(Lethal)
  • 20.5% DamageBuff(Fire)
  • 20.5% DamageBuff(Cold)
  • 20.5% DamageBuff(Energy)
  • 20.5% DamageBuff(Negative)
  • 20.5% DamageBuff(Toxic)
  • 20.5% DamageBuff(Psionic)
  • 4.56% Defense(Smashing) (in PvP)
  • 4.56% Defense(Lethal) (in PvP)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 24.3% Defense(Energy) (in PvP)
  • 24.3% Defense(Negative) (in PvP)
  • 3% Defense(Psionic)
  • 6.13% Defense(Melee) (in PvP)
  • 11.8% Defense(Ranged) (in PvP)
  • 3% Defense(AoE)
  • 2.25% Max End (in PvP)
  • 37.5% Enhancement(Range) (in PvP)
  • 6% Enhancement(Heal)
  • 37% Enhancement(Accuracy)
  • 107.5% Enhancement(RechargeTime)
  • 11% FlySpeed
  • 190.8 HP (18.8%) HitPoints
  • 11% JumpHeight
  • 11% JumpSpeed
  • Knockback (Mag -15)
  • Knockup (Mag -15)
  • MezResist(Confused) 25% (in PvP)
  • MezResist(Held) 25% (in PvP)
  • MezResist(Immobilize) 25% (in PvP)
  • MezResist(Repel) 2000% (10% chance, in PvP)
  • MezResist(Sleep) 25% (in PvP)
  • MezResist(Stun) 25% (in PvP)
  • MezResist(Terrorized) 25% (in PvP)
  • 20% Perception
  • 14% (0.23 End/sec) Recovery
  • 36% (1.53 HP/sec) Regeneration
  • 30% ResEffect(FlySpeed)
  • 30% ResEffect(RechargeTime)
  • 30% ResEffect(RunSpeed)
  • 1.58% Resistance(Smashing) (in PvP)
  • 1.58% Resistance(Lethal) (in PvP)
  • 5% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 1.58% Resistance(Toxic)
  • 1.58% Resistance(Psionic)
  • 11% RunSpeed


 

Posted

It's not that they're not good. It's more that there are other choices that are better for solo or small team arena and for large teams you're likely better off with another blaster than you are with a rad.

..which sucks. I miss using my rad/psi.


"His Imperial Majesty's Minister of Restraints and Leather" -LHF

Two naughty acronym teams / Ascension / Convenient / Artic and the Chillz / Fap / Other teams I can't remember (sorry.. mind is goin')

 

Posted

Quote:
Originally Posted by NerfKiller View Post
Siiince Defender debuffs are unresistable in PvP- what happened to Rad/Psys in 2.0? Is it that every time a hold, disorient, or mez hits, the toggles drop?
Defender debuffs are no longer unresisted, and global resistance means Psi is "just another blast set" (basically its only advantage is the increased range). That and DR means your debuffs have less effect on targets before you even factor in the target's debuff resistance, so it's not uncommon to see people hitting you reliably through Radiation Infection even when it's well-slotted. Your Rad toggles will drop every time you get mezzed, which means every 15 seconds or so you're going to need to spend 3-5 seconds waiting for them to recharge and re-activate them on your target, which is a lot of time to spend doing almost nothing offensively.

Rad is still decent in large-team matches because mez doesn't come into play as often (the odds you're going to be mezzed during the two-or-three second window when you're debuffing a target aren't that high) and -resistance is still somewhat useful, but for small-team and dueling it's really not that great.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by macskull View Post
Defender debuffs are no longer unresisted, and global resistance means Psi is "just another blast set" (basically its only advantage is the increased range). That and DR means your debuffs have less effect on targets before you even factor in the target's debuff resistance, so it's not uncommon to see people hitting you reliably through Radiation Infection even when it's well-slotted. Your Rad toggles will drop every time you get mezzed, which means every 15 seconds or so you're going to need to spend 3-5 seconds waiting for them to recharge and re-activate them on your target, which is a lot of time to spend doing almost nothing offensively.

Rad is still decent in large-team matches because mez doesn't come into play as often (the odds you're going to be mezzed during the two-or-three second window when you're debuffing a target aren't that high) and -resistance is still somewhat useful, but for small-team and dueling it's really not that great.

what about the - to hit and -recharge and slow debuffs - also does am still cut mez times? I have seen a few rads in rv use em pulse and it seems to work very well. That kind of stinks they took away unresisted debuffs for defenders - I know they lowered as but the crit is still unresisted is it not? Isn't a portion of blaster dmg unresisted too? (Defiance part or maybe I smoke de crack?) -

any hoo - on psi blaster - is it really fair to say it is just another blast set since the dmg is delayed (I see it all the time in RV OMG I WAS KILLED IN HIBER)...


 

Posted

I still enjoy playing my Rad/Psy in arena matches not as much in zones because of HD and TS.

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

Click this DataLink to open the build!

RadPsy: Level 50 Mutation Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Psychic Blast
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Radiant Aura -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(37), Mrcl-Heal/Rchg(37), Mrcl-Heal(39), HO:Golgi(39)
Level 1: Mental Blast -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(3), Decim-Dmg/EndRdx(3), GJ-Acc/Dmg(5), GJ-Acc/Dmg/End/Rech(5), GJ-Dam%(7)
Level 2: Subdue -- Apoc-Dam%(A), Apoc-Acc/Dmg/Rchg(7), Apoc-Dmg(9), GJ-Dam%(9), GJ-Acc/Dmg(11), GJ-Acc/Dmg/End/Rech(11)
Level 4: Accelerate Metabolism -- Adrenal-EndMod(A), Adrenal-EndMod/Rchg(13), Adrenal-EndMod/Acc/Rchg(13), Efficacy-EndMod/Rchg(15), Efficacy-EndMod/Acc/Rchg(15), Zephyr-ResKB(17)
Level 6: Enervating Field -- Range-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(19), Krma-ResKB(21)
Level 12: Stealth -- LkGmblr-Rchg+(A), Ksmt-ToHit+(17), Krma-ResKB(39), SW-Def/EndRdx(40), SW-Def/Rchg(42), SW-EndRdx/Rchg(42)
Level 14: Super Speed -- Zephyr-ResKB(A), HO:Micro(23), HO:Micro(23)
Level 16: Super Jump -- SprngFt-Jump(A), SprngFt-EndRdx(25), SprngFt-EndRdx/Jump(25), ULeap-EndRdx(27), ULeap-Jump(27), ULeap-Stlth(29)
Level 18: Telekinetic Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Rchg(29), Apoc-Dmg/EndRdx(31), Dev'n-Acc/Dmg(31), Dev'n-Dmg/EndRdx(31), Dev'n-Dmg/Rchg(33)
Level 20: Will Domination -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(21), Dev'n-Acc/Dmg/EndRdx/Rchg(33)
Level 22: Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(40), SW-Def/EndRdx(43), SW-Def/Rchg(43), SW-EndRdx/Rchg(43)
Level 24: Phase Shift -- RechRdx-I(A)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), Krma-Def/EndRdx(33), Krma-ResKB(40), Krma-Def/Rchg(45)
Level 28: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(34), GSFC-ToHit/Rchg(34)
Level 30: Vengeance -- LkGmblr-Rchg+(A), SW-Def/EndRdx(34), SW-Def/Rchg(46), SW-EndRdx/Rchg(46), Krma-ResKB(50)
Level 32: Radiation Infection -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(46), DarkWD-ToHitDeb(48), DarkWD-ToHitDeb/Rchg(48)
Level 35: Scramble Thoughts -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37)
Level 38: Acrobatics -- KBDist-I(A)
Level 41: Dominate -- GladNet-Dam%(A), UbrkCons-Dam%(42), GJ-Dam%(48), GJ-Acc/Dmg(50), GJ-Acc/Dmg/End/Rech(50)
Level 44: Mind Over Body -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(45), S'fstPrt-ResDam/Def+(45)
Level 47: Grant Invisibility -- SW-ResDam/Re TP(A)
Level 49: Assault -- EndRdx-I(A)
------------
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:

  • 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)
  • 47.5% Enhancement(RechargeTime)
  • 15% Enhancement(Accuracy)
  • 22.5% Enhancement(Range)
  • 5% FlySpeed
  • 389.14 HP (38.26%) HitPoints
  • 11% JumpHeight
  • 11% JumpSpeed
  • Knockback (Mag -36)
  • Knockup (Mag -36)
  • MezResist(Confused) 15%
  • MezResist(Held) 15%
  • MezResist(Immobilize) 17.75%
  • MezResist(Repel) 3000% (8% chance)
  • MezResist(Sleep) 15%
  • MezResist(Stun) 15%
  • MezResist(Terrorized) 15%
  • 24% (0.401 End/sec) Recovery
  • 86% (3.652 HP/sec) Regeneration
  • 3% Resistance(Smashing)
  • 3% Resistance(Lethal)
  • 5.52% Resistance(Fire)
  • 5.52% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 3% Resistance(Toxic)
  • 3% Resistance(Psionic)
  • 5% RunSpeed
  • 1.5% XPDebtProtection



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OLD SCHOOL PvP
Rad/Psi,Psi/Em,Fire/Em,Cld/Sonic,FF/Sonic,Grav/Ta,Storm/Psi,Sp/WP,Fire/Psi,Sonic/Pain
RIP:Southern Comfort PvP,PE PvP,INTEGRITY PvP,After School Special PvP Test SG's,TPvPL Season1+2 Runner ups

 

Posted

Quote:
Originally Posted by macskull View Post
Defender debuffs are no longer unresisted, and global resistance means Psi is "just another blast set" (basically its only advantage is the increased range). That and DR means your debuffs have less effect on targets before you even factor in the target's debuff resistance, so it's not uncommon to see people hitting you reliably through Radiation Infection even when it's well-slotted. Your Rad toggles will drop every time you get mezzed, which means every 15 seconds or so you're going to need to spend 3-5 seconds waiting for them to recharge and re-activate them on your target, which is a lot of time to spend doing almost nothing offensively.

Rad is still decent in large-team matches because mez doesn't come into play as often (the odds you're going to be mezzed during the two-or-three second window when you're debuffing a target aren't that high) and -resistance is still somewhat useful, but for small-team and dueling it's really not that great.
Ah, I see. Thanks Macskull- I suppose that I will just leave my Rad/Psy shelved. Perhaps I may use it on occasion for large arena matches :/