Radiation Infection and Enervating Field Questions
Yes to both because you have to look at the game 1-50. RI will get used little later on due the the speed of the teams and it's animation, but I find EF pretty much always useful.
honestly if I picked up a rad and they didn't have enervating field in their build I would kick them from my team. Radiation infection is just -def and -to-hit so you could probably get away with out that in your build.
Is Radiation Infection and Enervating Field really worth taking at all for a grouping Electric/Rad Controller that plans to mostly group with others? Is there a use for those powers in group situations that I am not seeing or noticing?
I am thinking about skipping those powers because the only situation I have been in with a group where it might be a little useful is on the Kahn Taskforce where you face Riechsman and even then, I suspect it would cause him to aggro me and I would be one shot killed. Provided I can nail him with that power to begin with. And nobody wastes thier time with a Kahn TF anyways. I have not seen one formed since the first time it awarded a favor of the well. But any other situation, I have seen entire groups of mobs, even on the BAF/Keyes/Lambda Trials, dropped so fast, that if I where to have nailed any mob (including Goliaths) with one of those powers I would have wasted like 85 points of my endo bar and not have one mob debuffed or worse, I would draw aggro from an AV and get killed fast. That kinda makes me feel like I would be better off taking Assault, Tactics, and Manuevers instead, not just for the minor damage, defense, and to-hit bonus, but for the perception bonus and placate resistance to help better fight those hiding and placating Vicki's nearby. |
I suggest you take a look at my Ill/Rad guide's section on using RI and EF and "Choosing your Anchor." EF animates quite quickly and can be used on any decent sized group to debuff damage resistance and debuff the foes' damage . . . just pick an anchor farther back that will hopefully last a few more seconds than the rest of the group. RI can be saved for tougher targets like AVs and some longer lasting bosses.
These debuffs are surprisingly powerful. EF provides the equivalent of about a 22% damage buff by debuffing Resistance AND similar to 25% Damage Resistance to your team by debuffing the foes' damage. The Defense Debuff in RI can offset many of the Defense buffs in the game and will help AoE powers hit more reliably. The ToHit Debuff is the same as a significant increase to your team's defense.
EF can be used as much as possible to help your team kill faster. When playing solo or small team, you should have a lot more use out of RI. An AoE Immob + RI is almost like a hold, because the foes can't move and they have trouble hitting you.
These are two of the key powers in */Rad, and if you aren't using at least EF constantly, then you could be playing your character better. On those fast moving teams, you will be contributing more by letting someone aggro the foes and then opening with EF than most things you could be doing. On my Elec/Rad on those fast-moving teams, the best contribution you can make is your AoE Immob and EF. Most controls are useless since foes are dead before the controls have much effect, but the AoE Immob will keep the foes in place, while EF debuffs both Damage and Resistance to make for faster killing.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I suggest you take a look at my Ill/Rad guide's section on using RI and EF and "Choosing your Anchor." EF animates quite quickly and can be used on any decent sized group to debuff damage resistance and debuff the foes' damage . . . just pick an anchor farther back that will hopefully last a few more seconds than the rest of the group. RI can be saved for tougher targets like AVs and some longer lasting bosses.
These debuffs are surprisingly powerful. EF provides the equivalent of about a 22% damage buff by debuffing Resistance AND similar to 25% Damage Resistance to your team by debuffing the foes' damage. The Defense Debuff in RI can offset many of the Defense buffs in the game and will help AoE powers hit more reliably. The ToHit Debuff is the same as a significant increase to your team's defense. EF can be used as much as possible to help your team kill faster. When playing solo or small team, you should have a lot more use out of RI. An AoE Immob + RI is almost like a hold, because the foes can't move and they have trouble hitting you. These are two of the key powers in */Rad, and if you aren't using at least EF constantly, then you could be playing your character better. On those fast moving teams, you will be contributing more by letting someone aggro the foes and then opening with EF than most things you could be doing. On my Elec/Rad on those fast-moving teams, the best contribution you can make is your AoE Immob and EF. Most controls are useless since foes are dead before the controls have much effect, but the AoE Immob will keep the foes in place, while EF debuffs both Damage and Resistance to make for faster killing. |
Main reason for bringing this up anyways is because I have never seen a radiation emission defender, corruptor, or controller ever use enervating field or radiation infection in a team and I play on Virtue which is the most crowded server out there and I have been playing almost 4 years. I mostly see the rads throw out heals, AM and just start holding or blasting away. Made me wonder if I should take those powers or skip them.
Thanks for the responses and wish me luck!
Good Idea, I am gonna find those guides and read them tonight. Not only I am going to take Enervating field, I am going to take everything except fallout (only because I keep forgetting to use it. Habit forces me to rez before I use vengeance, and I assume the same problem for fallout. ) and I am going to find a way to make it work somehow.
Main reason for bringing this up anyways is because I have never seen a radiation emission defender, corruptor, or controller ever use enervating field or radiation infection in a team and I play on Virtue which is the most crowded server out there and I have been playing almost 4 years. I mostly see the rads throw out heals, AM and just start holding or blasting away. Made me wonder if I should take those powers or skip them. Thanks for the responses and wish me luck! |
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Heh. On my Elec/Rad, I sometimes lose track myself of what I'm using for an anchor. And this is solo, mind you.
Usually it's not a big deal, but it's a bit disconcerting nonetheless...
EF is useful in all situations. The only time I don't use EF is when I'm dead.
RI is not always needed, but when you need it, you really need it. i.e. you're in a PuG and the tanker or brute (as usual) can't hold aggro for squat, and you're the de facto tanker. No problem! Turn on your RI, jump into the middle of a huddle of -tohit and -end screwed enemies, and show 'em how to take it like a man. Or, a more cautious approach, turn on your RI and hide behind a corner, then take it like a man.
Virtue Server Forever !
Pure White Lightning - Level 50 Electric Brute
Purple Drop - work in progress Axe/Shield brute
Blue Icefall - Level 50 Ice Tank
@Blue Lava
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
The visual cues for EF and RI are not very strong. You most likely have have teamed with someone using them and never noticed. Personally, I use the powers customization to make EF and RI LESS noticeable . . . because anytime a scrapper sees a foe that I am using as my anchor, the scrapper seems to take the slight glow as a "kill me first" sign.
|
Guide works like a charm. I made two AE level 1-3 Story Arcs and had my Controller solo them. I couldn't use EF, but I used RI and chain fences alot and would just hit a group of mobs with chain fences and then hit an anchor with RI and then use Tesla Cage, Electric Fence, vet powers and brawl to finish off the mobs and I did fine. I also soloed a single Radio Mission and tried my other powers and did good, too.
I also changed my Radiation Powers color to light purple and had it match my Electric powers and I do not think people will notice much that I am using RI and EF.
Thanks again Local Man. That is a good guide.
I agree, because I used one my respecs and got both RI and EF and read your guide and tried out the new tactics solo. I believe I have teamed with Rads using RI and EF, but mistaken them for just running Choking Cloud or something else.
Guide works like a charm. I made two AE level 1-3 Story Arcs and had my Controller solo them. I couldn't use EF, but I used RI and chain fences alot and would just hit a group of mobs with chain fences and then hit an anchor with RI and then use Tesla Cage, Electric Fence, vet powers and brawl to finish off the mobs and I did fine. I also soloed a single Radio Mission and tried my other powers and did good, too. I also changed my Radiation Powers color to light purple and had it match my Electric powers and I do not think people will notice much that I am using RI and EF. Thanks again Local Man. That is a good guide. |
I have a multi-button mouse, and I have EF and RI set up on extra buttons on the mouse. That makes it easy to quickly activate EF and then RI. If you don't have a fancy mouse, consider setting up binds for fast activation. As stated above, I constantly use EF on almost every group, while RI is saved for when there is time for the longer animation.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Is Radiation Infection and Enervating Field really worth taking at all for a grouping Electric/Rad Controller that plans to mostly group with others? Is there a use for those powers in group situations that I am not seeing or noticing?
I am thinking about skipping those powers because the only situation I have been in with a group where it might be a little useful is on the Kahn Taskforce where you face Riechsman and even then, I suspect it would cause him to aggro me and I would be one shot killed. Provided I can nail him with that power to begin with. And nobody wastes thier time with a Kahn TF anyways. I have not seen one formed since the first time it awarded a favor of the well.
But any other situation, I have seen entire groups of mobs, even on the BAF/Keyes/Lambda Trials, dropped so fast, that if I where to have nailed any mob (including Goliaths) with one of those powers I would have wasted like 85 points of my endo bar and not have one mob debuffed or worse, I would draw aggro from an AV and get killed fast. That kinda makes me feel like I would be better off taking Assault, Tactics, and Manuevers instead, not just for the minor damage, defense, and to-hit bonus, but for the perception bonus and placate resistance to help better fight those hiding and placating Vicki's nearby.