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Justaris

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  1. My main is Rad/Rad, I'm rather fond of the build. Happy to answer questions if you have any. Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Tetujin: Level 50 Technology Defender Primary Power Set: Radiation Emission Secondary Power Set: Radiation Blast Power Pool: Leaping Power Pool: Flight Power Pool: Leadership Power Pool: Speed Ancillary Pool: Power Mastery Hero Profile: Level 1: Radiation Infection -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(3), DarWtcDsp-ToHitdeb/Rchg/EndRdx(9), DarWtcDsp-Rchg/EndRdx(11), HO:Enzym(13), HO:Enzym(15) Level 1: Neutrino Bolt -- Apc-Dmg(A), Apc-Dam%(9), GldJvl-Dam%(21) Level 2: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(3) Level 4: Irradiate -- AnlWkn-Acc/DefDeb(A), AnlWkn-DefDeb(5), AnlWkn-DefDeb/EndRdx/Rchg(5), AnlWkn-Acc/Rchg/EndRdx(7), AnlWkn-Acc/Rchg(11), AchHee-ResDeb%(15) Level 6: Enervating Field -- EndRdx-I(A), EndRdx-I(7), EndRdx-I(46) Level 8: Radiant Aura -- Prv-Heal(A), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(27), Prv-Heal/Rchg(27), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(40) Level 10: Combat Jumping -- Ksm-ToHit+(A), Krm-ResKB(13), LucoftheG-Rchg+(17) Level 12: Lingering Radiation -- TmpRdn-Acc/Slow(A), RechRdx-I(17), TmpRdn-Acc/EndRdx(19) Level 14: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(21) Level 16: Assault -- EndRdx-I(A) Level 18: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(45) Level 20: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx/Rchg(33), AdjTrg-EndRdx/Rchg(42), AdjTrg-ToHit/EndRdx(42), AdjTrg-ToHit/Rchg(43) Level 22: Choking Cloud -- SprEnt-Acc/Hold(A), SprEnt-Acc/Hold/End(23), SprEnt-Acc/Hold/End/Rchg(23), SprEnt-Rchg/AbsorbProc(25), NrnSht-Dam%(25), UnbCns-Dam%(43) Level 24: Mutation -- PrfShf-End%(A) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 28: Cosmic Burst -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(29), SprDfnBst-Dmg/EndRdx/Rchg(29), SprDfnBst-Acc/Dmg/EndRdx(31), SprDfnBst-Acc/Dmg/EndRdx/Rchg(31), SprDfnBst-Rchg/Heal%(31) Level 30: Aim -- RechRdx-I(A) Level 32: EM Pulse -- UnbCns-Hold(A), UnbCns-Hold/Rchg(33), UnbCns-Acc/Hold/Rchg(33), UnbCns-Acc/Rchg(34), UnbCns-EndRdx/Hold(34), Lck-Acc/EndRdx/Rchg/Hold(34) Level 35: Neutron Bomb -- AnlWkn-Acc/DefDeb(A), SprVglAss-Acc/Dmg(36), SprVglAss-Dmg/EndRdx/Rchg(36), SprVglAss-Acc/Dmg/EndRdx(36), SprVglAss-Rchg/+Absorb(37), AnlWkn-DefDeb(37) Level 38: Proton Volley -- StnoftheM-Acc/Dmg(A), StnoftheM-Acc/ActRdx/Rng(39), StnoftheM-Dmg/ActRdx/Rchg(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dam%(40), ClbAcc-Acc/Rng(40) Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42) Level 44: Temp Invulnerability -- StdPrt-ResKB(A), HO:Ribo(45), HO:Ribo(50) Level 47: Force of Nature -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-Max HP%(48), UnbGrd-Rchg/ResDam(50) Level 49: Vengeance -- LucoftheG-Def/Rchg(A), LucoftheG-Rchg+(50) Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Heal-I(A) Level 1: Vigilance Level 4: Ninja Run Level 2: Hurdle -- Jump-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(46), Pnc-Heal/+End(46) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(43), PrfShf-End%(48) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 2: Swift -- Run-I(A) Level 50: Ion Core Final Judgement Level 50: Diamagnetic Radial Flawless Interface Level 50: Clockwork Core Superior Ally Level 50: Melee Core Embodiment Level 50: Musculature Radial Paragon Level 50: Barrier Radial Epiphany ------------
  2. Generally you'll want to cover your energy weakness mostly with Energy/Negative Defense, as that's much easier to build from sets than resistance. Eradication is a good place to start there. Toxic is harder to cover. You can boost your maximum health with sets as well, and having a +max HP power is less important when you can fully heal every 10-12 seconds using the awesome power that is Dark Regeneration. Make sure to get Theft of Essence proc there. Overall you'll want to prioritize typed Defense, should be able to softcap to Smashing, Lethal, Energy and Negative Energy. It's also important to get knockback protection, which is most easily accomplished with -KB IOs like Blessing of the Zephyr, Karma and Steadfast Protection
  3. Overall this looks pretty solid. A few quick things: Right now you're shooting for a combination of typed and positional defense - softcap in S/L and in Melee. Since the game always just takes the higher value between typed and positional defense, this means that you're going to have many situations where this isn't as effective as building primarily for just typed or just positional could be. Personally I favor going for typed softcap in S/L/E/N since that's more easily achievable than trying to cover positional. Practically this would mean substituting more Eradication into your PbAOE attacks in place of Scirocco. I think you could do this in Death Shroud as well and just round out your knockback protection with a Steadfast Protection -KB IO in Murky or Obsidian to go with the BotZ and Karma you already have. Cross Punch can also take a 3-slot Eradication. Consider working in at least the procs from the ATO sets - change for +Res and chance for +Absorb. Gauntleted Fist also has S/L and melee defense bonuses. I'd favor a bit more frankenslotting for effect in Dark Regeneration as right now it has little in the way of accuracy and the 5-slot Numina bonus isn't getting you a lot to be worth the tradeoff. Fury of the Gladiator has an Acc/End/Recharge IO and Cleaving Blow has an Acc/Recharge. Touch of the Nictus also has some good Acc/End/Recharge and Acc/Heal/End/Recharge options. Energy Mastery is one way to go and certainly eases endurance management but I don't consider it strictly necessary. I use Soul for Darkest Night, since the -tohit stacks well with the Defense from the IOs, but it is another toggle to run. If you're sticking with Cardiac for your alpha then you probably don't necessarily need to also go Energy Mastery. That said, it's certainly not a bad choice and doesn't require a lot of slotting investment. Conversely, if you do keep Energy Mastery, you could also look at switching alpha from Cardiac to Resilient which gives all of your resistances a generous boost. You have the third tier Cardiac selected in the build - you'll ultimately want a tier 4 whatever you choose - Cardiac Core Paragon or Resilient Core Paragon.
  4. Better in what sense? You mention taunt - if you're asking what's better for holding aggro for a team, then you're going to want to go for Tanker. The two ATs are better at different things. Brute is going to easily outdamage Tanker but won't be as good for aggro management. Both ATs are good and worth playing, so it's hard to answer a question like this without a better sense of what you're going for.
  5. It's a homecoming change. Wasn't on live, though it may have been planned.
  6. While it's definitely not something you want to do when dying is going to fail an objective or a badge, Choking Cloud can be very effective to lock down minions assuming you've got some way of aggressively debuffing their defense. For my Rad/Rad, I like to hit them with Irradiate and/or Neutron Bomb to get that going - enemy mobs can suffer from cascading defense failure too. As previously mentioned, there's no way to build in status protection with IOs so if you're playing against higher-con enemies you'll want to either wait until your tank has aggro before moving in or use an Incarnate solution such as the Clarion destiny and/or the Melee hybrid. It's a fun and different way to play your Defender in missions, just be careful not to do it when you really need to be doing your primary debuffing role, since you'll have a hard time holding hard targets like Archvillains and your team may need your toggle debuffs to secure victory, so in that situation you likely don't want to be going into melee range.
  7. It's not bad but it's fulfilling a different role. -DEF and -RES are both ways to improve your damage output, while -TOHIT is there to make you safer. If you're playing with a high Defense IO build it'll add to your effective total Defense. If you're not building for Defense otherwise then I think you're better off with one of the others. Personally I like the extra -regen from Diamagnetic radial.
  8. Agree with everything said above, just wanted to add that O2 Boost also provides Endurance Drain resistance, one of the few buffs to do so. This comes in VERY handy against enemies like Clockwork or Croatoa Witches, especially if you're running TFs like Synapse or Katie Hannon.
  9. An argument can be made for Absorb Pain. It's a very powerful heal that comes at the cost of your ability to support yourself for a short while, so it places your character at risk, but for this build it should be easy enough to fall back for the duration and then come rushing in thereafter. I would, however, argue against taking Medicine on an Empath. You don't need Injection as Clear Mind has very fast recharge and is a superior option for the same role. You don't need Aid Self since you have Healing Aura to heal yourself, and you don't need Air Other since Heal Other is again a superior option to fill the same role. If you need two rez powers, you probably need to get your team to play more tactically. The only thing in Medicine that I think you can make a good argument for is Field Medic since it boosts the power of your heals and makes Aid Self also give you Endurance. However, unless it's been changed I believe you still need to pick up Aid Other or Injection before you can take Aid Self, so you're stuck committing to three powers to get those two. Especially on a Defender, you're probably going to see better mileage from Leadership powers. TLDR: I think the above build is probably better off without Medicine.
  10. The stealth can be useful when you want to ninja objectives in Task Forces and such, but that's not the main reason you're taking Cloak of Darkness. It's the source of your Immobilize protection. Without Cloak, you can be held in place. Cloak of Darkness also gives a modest amount of Defense, which will be important later if you decide to follow my advice regarding stacking Defense from Invention Set bonuses. If you're really set against taking Cloak of Darkness you can get similar value from Combat Jumping, in the Leaping pool. However, Cloak provides twice as much Defense. Also, you can (and, if building for Defense, probably should) take both CJ and Cloak. You won't go wrong with either Fly or Super Jump. Super Jump is faster, but you may sometimes end up landing in the midst of enemies you didn't plan on - however, as a Tanker, this isn't as bad as it might be for another character. Fly gives you more control but is slower unless you also invest a second power pick for Afterburner. However, it's not that much slower and a lot of teams will just teleport anyone lagging behind right to the door anyway. So no choice here is going to really matter too much. If you plan to PvP much (though Dark isn't the ideal choice for that), Super Jump is the clear winner. Also, you get free respecs now every ten levels so you can always change things up if you want to.
  11. Welcome! Dark/Dark has the potential to be a real powerhouse but does require some work to get there. You said you felt pretty comfortable with the primary so I won't spend a lot of time on that except to say that you definitely want everything aside from Cloak of Fear, Oppressive Gloom and Soul Transfer. I would strongly recommend you get at least two of those, but those are the only three that are in any way skippable. Most people recommend either Cloak of Fear or Oppressive Gloom as the mez effects help to maintain aggro on mobs when you're tanking for your team. Personally I favor Oppressive Gloom but Cloak of Fear is good too. You probably don't need both. In terms of Dark Melee, your most important powers will be Shadow Punch (which you get automatically), Taunt, Soul Drain and Dark Consumption. Shadow Maul and Touch of Fear are also very good. You want to have enough of an attack chain to keep it rolling during combat, since damage application is another way in which you maintain aggro. All tanker tier 1 attacks have -resistance, so you'll want to keep Shadow Punch in the rotation somewhere. Soul Drain is a scaling damage and tohit buff that will really help out your personal damage output - the more enemies you hit, the better the buff you receive. This also, again, helps you maintain aggro. The rest of the power selection in Dark Melee is mainly down to personal taste. Like most powersets, Dark Armor has its pros and cons. Many of Dark Armor's shortcomings can be entirely eliminated with good use of Inventions, however, resulting in a very powerful Tanker. First and foremost, you'll need knockback protection. This isn't offered natively in Dark Armor and it's critical. The easiest way to get it is with -KB IOs which provide a global 4 points of protection each, with goal being 12 points. Karma, Steadfast Protection and Blessing of the Zephyr sets all offer IOs of this type. You can slot a Steadfast into one of your armor toggles, a Karma into Shadow Cloak, and Blessing of the Zephyr into your travel power. You can also accomplish knockback protection using the Acrobatics power from the Leaping pool or by using certain Set Bonuses, but this requires more of an investment than is really necessary since the above method covers you just as well. Once you've closed that particular chink in your armor, the next order of business is managing endurance. Dark Armor is notorious for its heavy endurance usage, but this too you can build around. You want to get a Theft of Essence: Change for +End IO and slot it into Dark Regeneration. This will greatly improve the endurance usage of the power - sometimes you'l even see a net gain in endurance when you use it! You'll also want the usual endurance reduction slotting in your toggles and in your attacks. Dark Consumption, in Dark Melee, will also refill your endurance bar nicely and works similarly to Dark Regeneration or Soul Drain, except for Endurance. Finally, you'll want to use the unique +Recovery IOs to bolster the speed at which you recover endurance - these are Miracle and Numina's Convalescence. A Panacea: +HP/Endurance and a Performance Shifter: +End will also help, providing random boosts of endurance from time to time. All four of these should be slotted in your passive fitness powers (Health for the first three, Stamina for Peformance Shifter). You'll also want 2-3 Endurance Modfiication slots in Stamina in addition to the Performance Shifter slot. With knockback and endurance covered, the final issue is Defense. As a Dark Armor tanker you have two of the three main forms of damage mitigation in spades - you have Resistance (including psychic resistance!) and you have very strong self-healing, but you have relatively little Defense. Resistance works by reducing the amount of damage taken on a hit, while Defense reduces the chance of being hit. Layering all three of these makes for a very tough character. So how do we get more Defense? Invention Set Bonuses. This will take a substantial investment, but it isn't too difficult to get to softcap (45%) defense on Smashing, Lethal, Energy and Negative Energy defense types using Set Bonuses. The good news is that the -tohit debuffs that are built into all of your Dark Melee attacks will further improve your effective defense (i.e. enemies who have debuffed tohit will hit you less, the same effect as increased personal Defense. This stacks). You will want to pick up Tough and Weave from the Fighting pool as well to get additional Defense. In terms of travel, it doesn't matter too much. Fly is probably the most user-friendly but Super Jump is also perfectly good.
  12. I had a one badge character on each server where I was reasonably active - two heroes, one villain and one praetorian. I've remade all of those characters but I'm only going all-out for badges on one of them this time. Sticking to accolades and thematic-appropriate badge titles for the others
  13. For Alpha, it really depends on what aspect of your build you're most wanting to enhance. Cardiac is popular since it gives endurance reduction and Resistance so it's useful for many Tankers. If you don't really need any help with endurance management then Musculature is a good choice to boost your damage output. Spiritual can be helpful if you're trying to get a powerful click power more uptime since it grants extra Recharge. Resilient can give greater Resistance boosts than Cardiac if you're looking to push the envelope in that direction. I'd say Cardiac and Musculature are most commonly picked. For Judgment, Pyronic is fine. Ion is probably the most popular as it's ranged and can potentially hit the most targets, but it's good to have a mix of Judgments in an incarnate trial. I personally like Void for my Tankers because of the -DMG secondary effect in the radial tree. Vorpal can also be pretty good for the +DEF but can be tricky at first to use well. All of them do lots of damage and will serve you well when farming missions so you won't really go wrong with any choice there.
  14. I'd consider ATO sets for some of these powers - Irradiate, Cosmic Burst, Neutron Bomb would all be good options and you can get more recharge from those especially if you split Vigilant Assault to get its 3-slot recharge bonus twice. You may also get more mileage from Preventive Medicine than Doctored Wounds for Radiant Aura. I'd recommend more ToHit Debuff in Rad Infection. There's also a lot of slotting in Fallout and Soul Transfer, which might be better used in other powers that get more uptime. Fallout is fun though. Might want to try to get some damage slotting into it. Stamina could also use another slot if you can find one, given the toggles you're running. Personally I like Choking Cloud on a Rad/Rad and it combos well with Irradiate, but that's down to personal taste.
  15. Between the Karma knockback protection IO (Defense), the Steadfast Protection knockback protection IO (Resistance) and the Blessing of the Zephyr knockback protection IO (Travel) you can get 12 points of protection slotting into powers that you probably already have in your build. 12 points is more than enough, as was said earlier having just 4 points protects you from most things. Karma can go into Shadow Cloak or Combat Jumping. Steadfast Protection can go into any of your armor toggles such as Dark Embrace, and Blessing of the Zephyr can go in Combat Jumping, Super Jump, Super Speed, Hover, Fly or Teleport among others - you probably have at least one of those. There are all single IOs. Knockback Protection is also available as a Set Bonus in Gladiator's Armor and Kinetic Crash sets, but if you want the easiest way then the single IOs are the way to go.
  16. Well, you have some options. What's your secondary? If you're having endurance issues then Stamina slotting and maybe Conserve Power from Energy Mastery can be very helpful, as can certain Incarnate powers like the Cardiac alpha. What sort of Invention slotting are you going for? If you're going for a recharge build then powers like Maneuvers, Grant Invisibility and Stealth make good choices to slot Luck of the Gambler procs. Alternatively if you're trying to build for Defense you may want to invest in the Fighting pool. You seem to already be considering Energy Mastery for your ancillary pool and Conserve Power from that pool will help with endurance if that's what you're needing most, though you could also consider Consume in Flame Mastery to fill a similar role.
  17. Hasten is a great power, I'll second that. Because of the faster recharge and thereby faster expenditure of endurance, it can make endurance problems worse if you're already on the brink though. That said, when you do start working on an IO build there are two general popular ways to go. No matter what you choose, you'll want to look for synergy to stack the same type of bonus from many different sets across many powers to give a substantial overall bonus to your character. The most common paths people take are stacking up Defense or Recharge, though there are certainly people who choose to be hyper-accurate, have incredible health/regen or endurance/recovery - you can really take it in whatever direction you want. Still, for gameplay purposes those two options tend to be the most impactful. If you choose the Recharge route, you will definitely want Hasten. Recharge builds focus on drastically reducing the downtime of hard-hitting powers that are otherwise balanced by their long cooldowns. The goal of a high-recharge Invention build is to try to minimize that downtime. For example, it's quite possible to reduce the downtime of AM to be less than its duration, so that you effectively have the buff available forever. Alternatively, Defense allows you to layer survivability onto characters that otherwise don't have much, or layer an extra amount of survivability to characters that usually rely more on regeneration or resistance. I personally went for a recharge-centric IO build for my Rad/Rad/Power, and with everything slotted he can keep Lingering Rad on an AV forever and keep AM on the team permanently.
  18. Irradiate and Proton Volley both need some accuracy slotting and you don't really need the extra range in Enervating Field, but otherwise this looks pretty good overall. Where it'll really get complicated is when you start working on the IO Set version. Good luck!
  19. The problem isn't how often psy is resisted, it's how complete that resistance is when you encounter it. It's extremely difficult to make much headway against psy-resistant enemies because of how significant their resistance is. The -res debuffs in sonic should help a lot since it covers all damage types, psychic included. You'll still solo notably slower against psy-resistant enemies, but it should be doable with the resistance debuff on board. IIRC it's mostly undead and robots who have the really strong psychic resistance (but NOT clockwork, for lore reasons).
  20. Agreed, that doesn't sound like a viable strategy for even the sturdiest tank. I believe it used to be possible to glitch Recluse so that he got stuck in a certain spot - if that still works, that's about the only way I can see this being viable as you might be able to keep aggro with taunt but keep far enough back to avoind taking much damage. It's too bad, because with even minimal support from a good team, it should be possible to burst down the towers in short order. Once you have one or two towers down (typically red first, though the blue tower's buffs are deadly to tank relying on Defense), tanking Recluse becomes a much more typical AV tanking affair as you probably already know.
  21. Psy Blast has some good controls that come in handy when soloing. The main issue, ironically enough, is that it's primarily psy damage which isn't as good in PvE as it is in PvP, and there are enemies who very strongly resist it, which can be frustrating when it's largely the only damage type you have available. Also, the secondary effect of slowing recharge doesn't have as much impact as other debuffs overall. It's viable, especially in teams, but I wouldn't consider it top tier mostly for the reasons above. You'll definitely want TK blast as that's one of the few sources of other damage types
  22. This combination was one of my mains back on live, it's a lot of fun. General Thoughts: I don't recommend slotting Defense Debuff in the single-target attacks. In my opinion it's great in Irradiate and Neutron Bomb but otherwise I don't slot for it in the Radiation Blast attacks. I feel you can get more debuff for your buck using your toggles and the AOE attacks, which all have the ability to debuff large groups of foes simultaneously. The only time you'll want to debuff single foes is tough bosses like AVs, who generally have resistance to debuffs such that the relatively weak values in the blast powers won't do much anyway. Leadership is a great choice for Defenders in general and Tactics in particular helps to land important powers like Lingering Radiation, but you are investing in Leadership a bit early in the build before your core toolkit is fully in place. You may want to push off Assault until later. Fighting isn't going to give you a lot of value on its own, but if you intend to invest in a Defense-based IO build then Weave is your friend. If you're planning on going more of a fast Recharge direction then I'd drop Fighting. The role of Recall Friend can usually be covered by prestige powers like Assemble the Team once you have the influence or badges to get it, so this might also be one to skip unless you plan on using it to stealth to objectives during missions and TFs - if so, you might consider picking up Stealth so you can combine that with a +Stealth IO for full invisibility. Specific Powers Advice: Radiation Infection: this is one of your three main debuff powers and I'd recommend slotting it a bit more. In particular, you're going to want Endurance in this toggle and probably a bit more debuff as well. You can probably pick up some Recharge incidentally when you eventually transition to slotting IO sets, but I don't think it's worth slotting for Recharge over the other options - as with most toggles, Endurance will be a bigger issue than Recharge and the base recharge here is only 8 seconds. Neutrino Bolt: It's a low damage power, even for a Defender, and also has the lowest debuff values of any power in Radiation Blast. I'd stick to minimal slotting for now, probably just Accuracy and Damage. I like to slot IO procs into this power since it has low endurance cost and a fast recharge. If you slot a couple of damage procs into it, it can be a surprisingly strong attack, but in terms of SO/Generic IO slotting I don't think it merits this much. Radiant Aura: More endurance reduction. You probably want mostly Endurance and Recharge here with a bit of heal, as you'll heal more over time with reduced endurance cost and fast recharge than by enhancing the heal itself. I'd go 2 recharge, 2 endurance and 1-2 heal. Assault: See above about maybe moving this to later in the build. Also, as a toggle power I'd drop the recharge. 1-2 endurance should be good here. Accelerate Metabolism: An excellent buff and one teams that know their buffs will love you for. You definitely want 2-3 recharges in this. The endurance mod is negotiable - it'll help, but you may have better places to use your slots. I'd say 2-3 recharge and 1-2 endmod. Try to hit the entire team when you use it. Enervating Field - the second of the three main debuff powers. As I said with Rad Infection, this is a toggle and really doesn't need this much recharge. What it DOES need is endurance reduction, at least two of them possibly even 3. Mutation: I'd stick with the base slot and go recharge. On a non-insane team, you really shouldn't be needing your rez up more often than that on a regular basis. X-Ray Beam: I'm not a huge fan of taking both of the starting blast powers - I usually go with Neutrino Bolt or X-Ray Beam but not both, and since you have to take Neutrino I usually skip X-ray. They're very similar powers, with X-Ray doing more damage and Neutrino recharging faster. What I said earlier about procs in Neutrino applies here too, but I think Neutrino is a better fit due to its lower cost and faster recharge (and you have to take it). I'd swap out the defense debuff for endurance reduction but otherwise this slotting looks good if keeping the power. Fly: Looks good Proton Volley: Snipes are a love-or-hate kind of thing. Personally I like them, gives you a good damage power when solo and a way to pull mobs on a team. Your to-hit debuffs are strong enough with Rad Infection that you can often use this in combat solo even when enemies are up close trying to hit you so longe as they're in the toggle's debuff, which is nice too. Consider interrupt reduction for snipes and see my comments above about my opinions on defense debuff in single-target blast powers. Lingering Radiation: The third and final of the "big three" debuff powers. You'll want more recharge in this, it's key to taking down Archvillains and Giant Monsters by stunting their regeneration so the team can keep laying on damage without them healing back through it. I'd say 1-2 accuracy, 2-3 recharge. Add extra slow or range if you feel like it, but less important. Boxing/Tough/Weave: See my comments above. Might put some endurance reduction in Tough but otherwise slotting looks okay if keeping Fighting. Aim: Consider 2 recharge, otherwise looks good. 1-2 recharge, 1-2 tohit. It's worth noting that high enough to-hit values also make snipe powers like Proton Volley insta-cast, so that's something to keep in mind. Cosmic Burst: A really really good single-target attack. See above comments about defense debuff, and this needs some endurance reduction as you'll be wanting to use it a lot. Also I'd recommend more damage. 1-2 accuracy, 2-3 damage, 1-2 endurance, 1-2 recharge, 0-1 defense debuff. This is one of the strongest defense debuff powers in Radiation Blast (tied with Irradiate, with only Atomic Blast having stronger numbers), but it's also one of your best attacks DPS-wise. There's a lot of good things about this power you can choose to improve and for the reasons I stated earlier I tend to lean into the damage side for this, but you do get a lot of value with defense debuff here as well. Recall Friend: Overslotted really. Very, very, very rarely will you need this much range. I'd stick with one range in the default slot. It also recharges in 6 seconds and takes almost two seconds just for the animation to execute, so recharge slotting really isn't needed here. Tactics: Looks good. Might end up six-slotting later for IO set reasons. Conserve Power: Actually this is where you don't want endurance reduction - this a click power that makes everything else cost less, so you want to focus on recharge here. 2-3 recharge, 0-1 endurance. Neutron Bomb: I like to put Defense Debuff here, as I explained above. Neutron Bomb has a base value of 25% debuff, which is similar to the most of the other powers in the blast set, but as a targeted AOE it hits multiple foes. This can debuff whole groups, though it's not as powerful for that purpose as the point-blank AOE blast power Irradiate, which has a 37.5% base debuff level. I'd swap out range for endurance reduction but otherwise this slotting looks good if you want to slot this primarily for damage though. EM pulse: Looks good. Maybe one more recharge. 1-2 accuracy, 2 hold, 2-3 recharge. Atomic Blast: I'd say more recharge on this one and because it's a nuke I'd push for more recharge and damage here rather than defense debuff, since it won't be something you'll want to be tossing out multiple times each fight. 1-2 accuracy, 2-3 damage, 1-2 recharge, 1-2 endurance, 0-1 defense debuff. Atomic Blast does have the strongest numbers for defense debuff in the entire set at a whopping 50%, but it's also not a power you can use all the time due to its nature as a nuke power. I usually prefer to use Neutron Bomb and/or Irriadate since I can maintain the debuff on groups for longer and use them on every group the team fights. Hover: A good place to put defense IO sets and looks cool, but if you're not taking it for either of those reasons I'm not sure it's doing much for you. Slotting looks fine though. If you are planning on a defense-centric IO set build, however, keep this. Group Fly: Do not keep this. Health: Consider 2-3 slots, all Healing. Good place for IOs later. Stamina: Looks good. Closing Thoughts: Powers you didn't take from your primary and secondary sets were Choking Cloud, Fallout, Irradiate and Electron Haze. You also didn't take any of the Power Mastery powers beyond Conserve Power. I'd like to touch on each of those briefly. I think you should consider adding at least a few of these to your build. Fallout is a niche choice and rarely sees a lot of use. It can be fun but it's skippable and you don't necessarily want to invest a lot of slotting in an attack that requires a teammate to die first. It's fun if you have room, but a good one to skip if you don't. Electron Haze does knockback, which is the main reason a lot of people don't take it, but that can be mitigated to knockdown with IOs. I'd consider picking this up or possibly replacing X-ray Beam with this power to allow you more AOE damage, since this a cone. Irradiate is a point-blank AOE, meaning it centers around you, but its defense debuff is one of the powerful of any power in the blast set at a base value of 37.5%, the same as Cosmic Burst and only beaten by Atomic Blast. In a Rad/Rad build it has good synergy with Choking Cloud as well, so you might consider taking these two powers together (or alternatively continuing to skip them both). Irradiate's very strong defense debuff makes all the enemies around you much easier to hit, which raises the value of Choking Cloud since it becomes much more likely to mez all of those enemies (for reference, in my build I have it slotted primarily for defense debuff and it does a 60% defense debuff to every enemy around me). This promotes a very melee-centric playstyle which may not be for everyone, but personally I really like it. YMMV. Power Build Up (in Power Mastery) improves secondary effects of your other powers. Using this immediately before EM Pulse will hold everything for a really long time. It also works with Vengeance from the Leadership pool to make a powerful buff ridiculously strong. It's worth a look. Temp Invulnerability is like Tough, only better in every possible way. Especially if you decide to go with the melee playstyle I mentioned above, this is good to have. Force of Nature is very strong and gives you tanker-level damage resistances for its duration, letting you survive an incredible amount of punishment. I love this power. It's amazing. Total Focus is a strong melee attack and stun, albeit a single-target one. If you're looking for another hard-hitting single target attack this is a good one, though I don't personally run it on my build. I hope this was helpful for you and I'd be happy to reply back further if you have any questions. Good luck!
  23. Absorption is Resistance, and Karma is a Defense set, the only power other than pool powers like Combat Jumping you can put it into would be Shadow Cloak since it's the only one giving Defense. However, Steadfast Protection -KB is basically the same thing and could be slotted there.
  24. I'm planning on going this year, this seems like a neat event to have.
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