Rad/Rad/Psy advice


CyBS_43

 

Posted

Hi there,
I just came back to the game and I plan on finally getting my rad/rad/psy defender to lvl 50, and, erh, well, I kind of realised now that the fitness power were free at lvl 2, so I kind of "need" to respec. I lost my old build sheet, so, I'm not entirely sure what I was going for, with my 8 remaining levels...
Anyway, huh, here's the build I plan on getting :
Note that I'm lvl 42 right now, I'm not entirely sure it'd be any good at this level ? I have the impression I'd miss out some important enhancement slots... And, yes, when I reached 47, I didn't quite know what I should take, hehe.

Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Radiant Aura -- Heal(A), Heal(3), Heal(7), RechRdx(17), RechRdx(23), EndRdx(27)
Level 1: Neutrino Bolt -- AnWeak-Acc/DefDeb(A)
Level 2: Radiation Infection -- DefDeb-I(A), DefDeb-I(3), DefDeb-I(5), EndRdx-I(13), EndRdx-I(25), EndRdx-I(27)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(7), EndMod-I(19), EndMod-I(31)
Level 6: Combat Jumping -- DefBuff-I(A)
Level 8: Mutation -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9), EndMod-I(23)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(11), EndRdx-I(11)
Level 12: Irradiate -- Acc-I(A), Acc-I(13), DefDeb-I(15), DefDeb-I(19)
Level 14: Super Jump -- Jump-I(A)
Level 16: Assault -- EndRdx-I(A), EndRdx-I(29), EndRdx-I(39)
Level 18: Tactics -- EndRdx-I(A), EndRdx-I(25), EndRdx-I(31), ToHit-I(36), ToHit-I(39), ToHit-I(40)
Level 20: Choking Cloud -- EndRdx-I(A), EndRdx-I(21), EndRdx-I(21), Hold-I(31), Hold-I(33), Hold-I(34)
Level 22: Lingering Radiation -- EndRdx-I(A), EndRdx-I(33), RechRdx-I(33), RechRdx-I(34)
Level 24: Acrobatics -- EndRdx-I(A), EndRdx-I(34)
Level 26: Fallout -- Dmg-I(A), Dmg-I(29), Dmg-I(36), Acc-I(40)
Level 28: Cosmic Burst -- Acc-I(A), Acc-I(36), DefDeb-I(37), DefDeb-I(43)
Level 30: Maneuvers -- EndRdx-I(A), EndRdx-I(40), DefBuff-I(43), DefBuff-I(43)
Level 32: EM Pulse -- Acc-I(A), Acc-I(37), Hold-I(37), Hold-I(39), RechRdx-I(46)
Level 35: Neutron Bomb -- Acc-I(A), Acc-I(42), DefDeb-I(46), DefDeb-I(50)
Level 38: Mass Hypnosis -- Acc-I(A), Acc-I(42), Sleep-I(48), Sleep-I(50), Sleep-I(50)
Level 41: World of Confusion -- Acc-I(A), Acc-I(42), Conf-I(45), Conf-I(46), Conf-I(48)
Level 44: Telekinesis -- EndRdx-I(A), EndRdx-I(45), EndRdx-I(45), RechRdx-I(48)
Level 47: Vengeance -- ToHit-I(A)
Level 49: Hasten -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(17)
Level 4: Ninja Run

And here's my current build, by the way.

Now, I have some doubts about EM Pulse. Is it really useful ? Since I remembered it took all my endurance away, I haven't seen a good occasion to use it...
I was thinking of getting some invention sets (or whatever it is) too, I saw some interesting ones that would give me more endurance regain, and well, the global bonuses look quite good too, although I'm not entirely sure I'd have the inf for all that. About this, what should I put on as enhancements ? I remember IOs being more effective than SOs, starting lvl 35 or so... Should I go for IOs for everything, low-level (cheaper, I hope) sets or just SOs ?
And yes, I decided to go with the Psychic ancillary set, I quite liked the idea of taking a bit on the controller's job, which this set seemed good at (and the others seem to fit even less with rad/rad powers...).

And finally, what Incarnate thingie should I get ? It seems to me I can have one new power per set, what powers would help me ... help my team further ? Or give me some protection against whatever makes my buffs/debuffs go away ? I think being stun or asleep makes them go away ?

Thanks.


 

Posted

I'd drop the 3rd endred in powers containing 3 endred ... dropping those 6 slots for something else costs you a net of 0.14 end/sec but can be used to net you far more end by slotting your attacks with 1 endred. For example in Irradiate, adding a 5th slot and making it an endred saves you that much end and more (up to 0.34 end/sec). And that's just one blast/power. You'll save similar amounts slotting your other attacks with endred.

Slot blasts for damage first, then worry about using left over slots for extra debuff power if any. The base debuff amounts plus your running Tactics, Radiation Infection etc. should make hitting things extremely easy for you and your teammates without further slotting. And, of course, a dead/defeated foe is suffering the ultimate debuff.

Lingering Radiation needs accuracy as it requires a To Hit roll to land.

Love to see Hasten 3 slotted (juggle stuff to use those endred slots saved).

EM Pulse is a keeper, one of the largest (largest?) aoe hold in the game. A superb panic button if nothing else.

If you are missing any of the various Accolade Granted Powers ... getting those is an excellent step for improving any build without using IO's.

Next step would be to grab a few specific special IO's. Likely the best ways are either Alignment Merits or Reward Merits depending on playing preferences. Miracle +recovery, Numina Regen/Recovery, -kb IO's can be readily had and can help enormously on a common IO/SO build.

Since it sounds as if the Invention System and IO's are still very new to you, I'd suggest using your second build as a guinea pig for learning about sets and IO builds. Stick to common IO's and SO's for your primary build and use the second to learn at whatever pace you are comfortable with.