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Posted

It seems a little meh to me?  I guess it does okay damage and with its long recharge time procs will be at capped chance to fire, but also with its long recharge time it'll only be up every several spawns, and its animation is glacial at three seconds.  Do people get good use out of it?

Posted

Well...it does have a 30 target cap. So there's that. 

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Posted

It is underwhelming if you are looking at it from a straight damage point of view, but it also helps your teammates.

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Posted

Surprisingly high damage on scrappers if you make sure to fire off build up first (even better with gaussian's proc).  On other ATs I would load it up with damage procs to boost the damage.  The higher target cap can be useful occasionally.

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Posted

I think I've dropped it from all my rads. It's the cast time that disappoints me as much as anything. A power has to do something special to be worth a wait of 3 seconds to cast and ground zero sadly doesn't.

Posted (edited)

It's pretty strong, but skippable on builds that have sufficient aoe in their primary. Great way to supplement sets like DM, Electric, and stone melee that can otherwise lag behind in this area.

 

Ultimately, not a reason to pick /Rad all by itself, but a fun tool that is relevant for some builds, though not all. Even in a strong aoe primary, still worth a pick-up if you can fit it in with procs, especially if you have high global recharge in the first place.

 

 

Edited by Onlyasandwich
Posted (edited)
  On 1/5/2022 at 7:41 PM, Pzn said:

Surprisingly high damage on scrappers if you make sure to fire off build up first (even better with gaussian's proc).  On other ATs I would load it up with damage procs to boost the damage.  The higher target cap can be useful occasionally.

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Yep I usually hit it after Build Up and proc it out.  See my Live build below.

 

image.png.33fee6c816651e7bb47c2fc340159788.png

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Edited by brasilgringo
Posted
  On 1/5/2022 at 8:16 PM, Onlyasandwich said:

It's pretty strong, but skippable on builds that have sufficient aoe in their primary. Great way to supplement sets like DM, Electric, and stone melee that can otherwise lag behind in this area.

 

Ultimately, not a reason to pick /Rad all by itself, but a fun tool that is relevant for some builds, though not all. Even in a strong aoe primary, still worth a pick-up if you can fit it in with procs, especially if you have high global recharge in the first place.

 

 

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Yessir!  That's why I went EM/Rad (build in post above) to add some AOE to an ST primary.

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Posted
  On 1/6/2022 at 1:15 AM, brasilgringo said:

Yep I usually hit it after Build Up and proc it out.  See my Live build below.

 

image.png.33fee6c816651e7bb47c2fc340159788.png

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Does build up affect proc damage?

 

  On 1/5/2022 at 7:35 PM, Without_Pause said:

It is underwhelming if you are looking at it from a straight damage point of view, but it also helps your teammates.

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Plus it counts for the Healing badges, which is otherwise difficult to get on a Scapper.

Posted

I 6-slot it with Superior Avalanche. The knockdown proc goes off every time, plus it helps plug Rad Armor's weakness to cold damage. The damage is deceptive, since half of it is DoT.

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Posted

I proc bomb both Rad Therapy and Ground Zero typically. Otherwise my builds usually end up with enough global recharge to make the powers fire off around every 30-40 seconds, which is sufficient for me as those two powers can open up a nice can of whoop ass on an unsuspecting group of npcs.

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Posted
  On 1/6/2022 at 4:14 PM, Uun said:

I 6-slot it with Superior Avalanche. The knockdown proc goes off every time, plus it helps plug Rad Armor's weakness to cold damage. The damage is deceptive, since half of it is DoT.

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I try to hit Build Up and then GZ (and RT) at the start of spawns ... on teams you won't see the full effect due to mobs being dead-ed before the DOT ticks, but solo or when you are on harder targets it helps whittle them down over time while you focus on the bosses/lts/AVs.

Posted (edited)
  On 1/6/2022 at 5:33 AM, ninja surprise said:

Does build up affect proc damage?

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Procs do not accept any +dmg from any source.  Their damage scales with level, but that should be the only modifier, iirc.

 

Naturally, any source of -Res (assuming applicable type or just -Res(all)) will "increase" proc dmg if applied first. 🙂

Edited by InvaderStych
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Posted
  On 1/6/2022 at 7:32 PM, InvaderStych said:

any source of -Res (assuming applicable type or just -Res(all)) will "increase" proc dmg if applied first

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^
a good reason to pop RT (esp with -Res proc) before proc'd-out GZ, then Momentum (in my case)/BU/Focus/etc, then your AoEs/TAoEs if all bosses...ST's if EB/AV (Minions/LTs will already be dead). easily becomes my 2nd hardest-hitting attack, even adjusted for animation time with Momentum up, if i or my team have folded multiple mobs onto each-other (which is typical) to hit 30 within the large radius. full team attacking one mob?...then no, it's wasted.

 

  On 1/5/2022 at 8:16 PM, Onlyasandwich said:

worth a pick-up if you can fit it in with procs, especially if you have high global recharge in the first place

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+Rech is absolutely key.
28sec recharge w/o Ageless, 23sec with, before team buffs. not even slotted for Rech, just procs in it. i didn't chase +Rech above all other bonuses, so those numbers could easily be lower if the build really went all-out for it.

thing slaps, if you can make the best of it in slotting/build/playstyle. if not, then i can see why it'd appear lackluster.

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