AT Comparison


Amy_Amp

 

Posted



I'm looking to make a new defender and would like some fresh perspective on a few AT combinations. I'm torn between Dark and Radiation Emission for primaries.

I'm also having a hard time combining the right secondary. I am very team oriented however, I'd like to do some AV hunting if possible. Two builds on the same character is not a problem to me.

dark/dark/dark
dark/sonic
rad/sonic

or

ill/rad controller - I love the solo ability but does it have enough toys to interest a team?


 

Posted

A D3 will have the hardest time taking on AVs, but with Incarnates, that might be a non-issue. A Rad/sonic will be easier for AVs than a Dark/sonic, but both will be really good for anything else. I don't have a Dark/sonic, but my Rad/sonic duoed a number of AVs while leveling. Ill/rad is likely the best all-round blue side build, so no team should be dumb enough to not want one. From a pure min/max point of view, I would go Rad/sonic, or Ill/rad, but the other two options are good enough to be more than happy with. If somebody wants something dead, I grab my Rad/sonic. If I want something dead, I use my Ill/rad.


 

Posted

Dark is nice for preventing anchors from running via Fearsome Stare, as well as personal safety when soloing. Tar Patch works great for bunching up foes with debuff pulls, and keeps working if you are mezzed, unlike Enervating Field. A location based debuff requiring mouse positioning slows some people down, though, you have to decide if you like those.

Rad is nice for some of the current end game content where mobility is important, and both teams and AVs are moving around a lot. You may not get full effect out of Tar Patch in things like the Apex TF and Lambda Trial, whereas Enervating Field stays locked on the AV. Accelerate Metabolism is an easy to use team and personal buff, which Dark lacks, and addresses End which Dark has nothing to cover.

Rad/sonic and dark/sonic are both great choices, and will be welcome on teams. Ill/Rad is obviously easier to use soloing, and does provide a nice backup tanking capability if you are way into something like the STF and the tank vanishes, or you want to solo anything in the game.


 

Posted

Scientist,
Personally, I've found that a Dark/Dark fender is a good pocket tank in its own right. If there's not a decent tank on the team, a dark/dark will do very nicely for most play.

Splat,
I would say of your fender choices it would be about the feel you want for your play. If you want as tankerish as you wanna be feel, go with the Dark/Dark. If you want a tank mage feel (not quite enough damage) go for the Dark/Sonic. If you want a buff/debuff/blast feel, then its on to Rad/Sonic. All of the choices are good though.
As for Ill/Rad, yes it's as good as everyone says.


 

Posted

I've really enjoyed playing my dark/dark defender up to 40.

I rolled an ill/rad controller as an alt and she was just dull to play. She's a 14th lvl banker toon now. This may change after level 32 when she has her pets, and then suddenly she'd be uber, but I'm not that far along yet. Just warning there may be some dull levels. For right now I'd rather level some other toon. YMMV.


 

Posted

Quote:
Originally Posted by radsmash View Post
I've really enjoyed playing my dark/dark defender up to 40.

I rolled an ill/rad controller as an alt and she was just dull to play. She's a 14th lvl banker toon now. This may change after level 32 when she has her pets, and then suddenly she'd be uber, but I'm not that far along yet. Just warning there may be some dull levels. For right now I'd rather level some other toon. YMMV.
In Illusion's defense, it starts to pick up once you hit 18. Phantom Army does wonders to the enjoyment.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

Quote:
Originally Posted by StormyDarkness View Post
In Illusion's defense, it starts to pick up once you hit 18. Phantom Army does wonders to the enjoyment.
Thanks for the clarification. I'll give her another chance.

I will say Local_Man's Ill/rad controller guide is excellent. Even if u never plan to roll a controller, it has a lot of good information (like explaining ED).


 

Posted

My main's a Dark/Dark/Dark 'fender, over on the Onion. I can attest that she can solo AV's, and pylons. She lacked the damage the take out a GM last I tried, but that was before Incarnates. (Currently at 150-170 DPS, according to the pylons thread's calculations).

Using just the Alpha slot, she soloed the ITF, too. Had to use temps for the Nictus AV, but other than that, it was on target for a Mo. Once she's got tier 4 Inc' powers sorted, I'll give it another whirl.

Used to solo farm Freaks at +4/x8 (with a HVAS for extra damage), too. Which got me the Leader badge.

My Rad/Rad's fine on a team, but can't handle nearly as much as my D3.


 

Posted

I would recommend a slightly different angle: Fire/Dark Corruptor. You get slightly less effective on the debuff side, but the offense is magnitudes better.

If you're sold on blueside ATs, then I would recommend the Ill/Rad first. Ill/Rads really are as good as everyone says. It's the kind of character you'll want to invest in and use all the time.

Failing that, look to the Dark/Sonic. Darkest Night pales a little in comparison to Rad's Radiation Emission, but you only have to deal with one toggle on a Dark (especially nice when facing mez). You also get some very nice mitigation and a pet that will stack even more debuffs. If you're thinking about soloing AVs, Sonic's debuffs will be very helpful.