I've never thought of that combo, but darn if you aren't right... Rad armor tied with a cold defender would be wicked!
As for secondaries, I'd probably say cold/sonic for the defender and something with a good mix of AOE and st damage for the tank
Fire/Rad/staff/mace or maybe DB for the tank.
Ageless will not affect proc rate. Global recharge doesn't affect procs, only enhancement values do.
Doing this from my phone, so I can't see what various set bonuses are, but unless you need the clouded sense set bonus, I wouldn't slot the damage proc in Flash Arrow. Flash Arrow doesn't notify mobs when fired, so you can use it pre fight, put a proc in there and it all changes.
https://cod.uberguy.net/html/power.html?power=blaster_support.energy_manipulation.conserve_power&at=blaster
I don't think that power boost affects regeneration, however, it should affect the heal. I'm almost certain that it doesn't affect endurance discounts.
I'd go Time/something... Time brings so much to the table and you can really tank yourself out. The only thing is you have to rely on Clarion for mez protection. Here's a sample Time/DP build I just whipped up. It relies on Chemical Rounds instead of lots of resistance, because it's hard to get a lot of resistance and defense on a defender, but it should be pretty darn indestructible.
I *think* it has something to do with damage modifiers... If I understand correctly, things tagged as AOE use the AT ranged modifier, regardless of whether the attack is melee or ranged. What this means is flagging melee AOE attacks as AOE instead of melee would make them weaker on melee toons.
I have no idea the level of coding required for this, but just a small suggestion.
For powersets like Martial Arts that have multiple power animation options for each attach, can we get a "Random" option where it would go between the two power. Obviously there would be a "Random Light" and a "Random Dark" for each one to keep the current coloring schemes of today.
I've done it once or twice, usually because I'm on a ranged character and travel time for attacks lets me die or I hit them with a DOT right before dying.
It is rare though, nice screen grab.
1 kin can get you to the damage cap thanks to Fulcrum Shift (well, maybe not brutes, because their damage cap is so high)
1 rad provides AM which is not permanent with just basic slotting and does not get you anywhere the damage cap.
Although I agree that Conditioning is... Underwhelming... I think that VEATs are in a good place overall so I don't think their inherent needs to change.
I think my only comment on the build is that you skipped Stalagmites, which is one of Earth Control's shining powers. I'd probably drop stealth for it.
Also, Tactics doesn't need the +perception IO, it already gives +perception.
Generally, the impact is
https://cod.uberguy.net/html/power.html?power=pool.leadership.vengeance
https://cod.uberguy.net/html/power.html?power=defender_buff.radiation_emission.fallout
Phase powers have a magnitude, like any other mez... The difference is you used to be able to slot powers like dimension shift with intangibility enhancements to increase the magnitude rather than the duration.
Agreed, and controllers as well... if you really want to push the idea of DPS, then Scrappers would be only primaries as well, which would be just terrible.
I try to take mutation, but Fallout is so worth it even if you can't fit Mutation in... that's what Wakies and Revive Ally are for.
https://hcwiki.cityofheroes.dev/wiki/Physician_Badge#Accolade_Power
As Bopper said, half of it is unresistable. My understanding is that is basically saying you get an extra 7.5% (plus enhancements) of defense for the whole team.