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Rad/Fire - team player/AV soloer?


Mjolnerd

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The character who's become the closest thing I currently have to a main, my Radiation/Fire defender, is about to hit level 50 (it would have happened last night, but I forgot to check my XP boosters' timer until after we'd already started an ITF). He's been a blast to level and helped quite a few teams take down some very hard targets with my current "I guess that sounds pretty good" plan-less approach to power selection and slot placement, but now it's time to start thinking about an actual build. Unfortunately, I'm pretty inexperienced at that kind of thing. Mids/Pine's is like chess to me -- I know how it all works, how the the different pieces move and interact, and what the goal is, but I'm miles away from being able to use those pieces to actually achieve that goal in any meaningful way.

 

Between Rad's massive debuffs and Fire's high damage output, I think there's some potential here in soloing AVs and maybe even GMs, and frankly, that sounds really cool to me. But ultimately, this guy is probably going to see more play on TFs and Incarnate trials going forward. So I'm focusing on being useful in a group first, hopefully without sacrificing the ability to melt individual, really tough enemies into a puddle when the occasion calls for it.

 

Can anyone offer any build advice, things to watch out for, or a useful starting point?

 

Thanks.

Formerly of Virtue, now on Excelsior:

Ace of Spades Adamant Eve | Arch-Rival The BeBlackbelt Citizen Arcane Core | Ctrl Alt Defeat | Daddy Longlegs Diamant Freak Accident Galactrix Great White Shark

Heavy Machinery Highway Star The Howl Ion Maiden Knockout Artist Krakatoa Night's Templar The Pact Paroled McDonald Virtual Boy Volcaniac White Widow Yucatan

And my most recent 50, Inter-Galactica (Gravity Control/Energy Assault dominator, 28 May 2023)

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You can definitely shine both on teams and solo as a rad/anything.

 

This is the current build of my Radiation/Sonic Defender. This morning I soloed Lusca (giant octopus @IP) without incarnates or temporary powers/buffs.

 

I will be making some significant changes after I decide what I want from the incarnates, but I would say it's pretty damn strong as it is.

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Rabid Dog: Level 50 Mutation Defender

Primary Power Set: Radiation Emission

Secondary Power Set: Sonic Attack

Power Pool: Speed

Power Pool: Fighting

Power Pool: Leadership

Power Pool: Flight

Ancillary Pool: Mace Mastery

 

Hero Profile:

Level 1: Radiant Aura -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(3), NmnCnv-Heal/Rchg(3), NmnCnv-Heal/EndRdx/Rchg(5), NmnCnv-Heal(5), NmnCnv-Regen/Rcvry+(42)

Level 1: Shriek -- SprVglAss-Acc/Dmg(A), SprVglAss-Rchg/+Absorb(7), SprVglAss-Acc/Dmg/EndRdx/Rchg(33), SprVglAss-Dmg/Rchg(39), SprVglAss-Acc/Dmg/EndRdx(39)

Level 2: Radiation Infection -- HO:Enzym(A), HO:Enzym(7), AchHee-ResDeb%(50)

Level 4: Scream -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(11), SprDfnBst-Dmg/EndRdx/Rchg(11), SprDfnBst-Acc/Dmg/EndRdx(13), SprDfnBst-Acc/Dmg/EndRdx/Rchg(13), SprDfnBst-Rchg/Heal%(15)

Level 6: Accelerate Metabolism -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(15), EffAdp-EndMod/Acc/Rchg(17), PrfShf-EndMod/Rchg(17)

Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19)

Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(19)

Level 12: Lingering Radiation -- PcnoftheT-Acc/EndRdx(A), TmpRdn-Acc/EndRdx(21), RechRdx-I(21)

Level 14: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(23)

Level 16: Shout -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(23), Thn-Dmg/Rchg(25), Thn-Acc/Dmg/Rchg(25), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(37)

Level 18: Choking Cloud -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(27), BslGaz-EndRdx/Rchg/Hold(29), BslGaz-Acc/EndRdx/Rchg/Hold(29), Lck-EndRdx/Rchg/Hold(31), Lck-%Hold(31)

Level 20: Boxing -- Acc-I(A)

Level 22: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(31), GldArm-3defTpProc(33), Ags-Psi/Status(40)

Level 24: Weave -- Ksm-ToHit+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def(34), LucoftheG-Rchg+(34)

Level 26: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(34), LucoftheG-Rchg+(36)

Level 28: Howl -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(36), PstBls-Dmg/EndRdx(36), PstBls-Dmg/Rchg(37), PstBls-Dam%(37)

Level 30: Tactics -- HO:Cyto(A), HO:Cyto(39), GssSynFr--Build%(40)

Level 32: EM Pulse -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(40), BslGaz-Acc/EndRdx/Rchg/Hold(42), BslGaz-EndRdx/Rchg/Hold(42)

Level 35: Scorpion Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(43), LucoftheG-Rchg+(43)

Level 38: Dreadful Wail -- Obl-Dmg(A), Obl-Acc/Rchg(43), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(45)

Level 41: Web Cocoon -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(46), BslGaz-Acc/Rchg(46), BslGaz-Slow%(48)

Level 44: Summon Disruptor -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(46), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50)

Level 47: Hover -- LucoftheG-Rchg+(A)

Level 49: Assault -- EndRdx-I(A)

Level 1: Brawl -- CrsImp-Acc/Dmg(A)

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 1: Sprint -- Clr-Stlth(A)

Level 1: Vigilance

Level 2: Rest -- Heal-I(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- Mrc-Rcvry+(A)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(9), PrfShf-End%(9)

Level 50: Barrier Invocation

Level 50: Cimeroran Core Superior Ally

Level 0: The Atlas Medallion

Level 0: Portal Jockey

Level 50: Ion Radial Final Judgement

Level 50: Preemptive Radial Flawless Interface

Level 50: Control Core Embodiment

------------

 

 

 

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Warning: This post may contain an opinion.

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Enhancement text is virtually impossible to read.

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Waterpark: Water/temp Blaster. 5. Project Next: Ice/stone Brute. 6. Mighty Matt: Rad/bio Brute. 7. Without Pause: Claws/wp Brute. 8. Emma Strange: Ill/dark. 9. Nothing But Flowers: Plant/storm Controller. 10. Obsidian Smoke: Fire/dark Corr. 

 

"Downtime is for mortals."

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Just a warning to Mjolnerd, a rad/fire may have a tougher time soloing AVs and GMs than a rad/sonic, because while fire does somewhat more damage than sonic, sonic on defender has some really nasty -res debuffs.  Lusca was probably taking +40-60% damage the whole time because of the sonic debuffs.

 

Where rad/fire will be great is against large group spawns, versus /sonic which is much slower taking out a spawn (though probably safer, with its built in sleep).  Since 90% of fights in a group setting such as a TF are against whole spawns, and the 10% that are left are against AVs which slow the team down and are potentially more dangerous, both are really appreciated on teams.  I have a rad/rad which is somewhere in between, better debuffing than /fire, worse than sonic, better AoEs than /sonic, worse than /fire. 

 

Those kinds of things are what make tradeoffs with different defender primaries and secondaries so interesting.  :)

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Just a warning to Mjolnerd, a rad/fire may have a tougher time soloing AVs and GMs than a rad/sonic, because while fire does somewhat more damage than sonic, sonic on defender has some really nasty -res debuffs.  Lusca was probably taking +40-60% damage the whole time because of the sonic debuffs.

 

Sonic has - by far - the worst (inherent) single target dps of any Blast set. The stacking -resist debuffs merely bring that up to 'adequate'. Fire Blast will still do more damage solo. Sonic Defenders also tend to 'de-optimize' their single target damage rotation by taking Screech rather than Shout since it boosts the resist debuffing.

 

Where rad/fire will be great is against large group spawns, versus /sonic which is much slower taking out a spawn (though probably safer, with its built in sleep).

 

Fireball and Rain of Fire easily beat anything Sonic has in terms of damage per activation. But they have relatively long recharges. On the other hand, Sonic can relentlessly roll AEs. In essence, you need to compare Fireball/RoF damage per recharge vs. Howl/Shockwave damage per activation - and Fire loses that comparison (badly). However, that's under ideal circumstances. In practice, Cones are much harder to use than target AE and target location effects (and the latter have higher target caps). If you take that into account, your Sonic Defender is probably running about even with a Fire Defender for raw AE damage.

 

In theory, Fire could take Fire Breath, but almost no one ever does.

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  • 3 weeks later

Just a warning to Mjolnerd, a rad/fire may have a tougher time soloing AVs and GMs than a rad/sonic, because while fire does somewhat more damage than sonic, sonic on defender has some really nasty -res debuffs.  Lusca was probably taking +40-60% damage the whole time because of the sonic debuffs.

 

Sonic has - by far - the worst (inherent) single target dps of any Blast set. The stacking -resist debuffs merely bring that up to 'adequate'. Fire Blast will still do more damage solo. Sonic Defenders also tend to 'de-optimize' their single target damage rotation by taking Screech rather than Shout since it boosts the resist debuffing.

 

Where rad/fire will be great is against large group spawns, versus /sonic which is much slower taking out a spawn (though probably safer, with its built in sleep).

 

Fireball and Rain of Fire easily beat anything Sonic has in terms of damage per activation. But they have relatively long recharges. On the other hand, Sonic can relentlessly roll AEs. In essence, you need to compare Fireball/RoF damage per recharge vs. Howl/Shockwave damage per activation - and Fire loses that comparison (badly). However, that's under ideal circumstances. In practice, Cones are much harder to use than target AE and target location effects (and the latter have higher target caps). If you take that into account, your Sonic Defender is probably running about even with a Fire Defender for raw AE damage.

 

In theory, Fire could take Fire Breath, but almost no one ever does.

Fire breath has fallen out of vogue? Is that just for Defs? I remember the Pre-ED days of BU -> Fire Breath -> Fire Ball -Rain of Fires would just melt spawns leaving only Bosses
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For a Fire Blast AV soloer I would probably look to a Corruptor over a Defender. The added damage from Scourge most likely outweighs any extra damage you'd get from debuffing as a Defender. I have not actually done the math tho.

 

EDIT: Sorry, I see you've already rolled the character. It should still be fine, just not idealized for AV soloing (altho it will contribute a bit more to teams/leagues).

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Just a warning to Mjolnerd, a rad/fire may have a tougher time soloing AVs and GMs than a rad/sonic, because while fire does somewhat more damage than sonic, sonic on defender has some really nasty -res debuffs.  Lusca was probably taking +40-60% damage the whole time because of the sonic debuffs.

 

Sonic has - by far - the worst (inherent) single target dps of any Blast set. The stacking -resist debuffs merely bring that up to 'adequate'. Fire Blast will still do more damage solo. Sonic Defenders also tend to 'de-optimize' their single target damage rotation by taking Screech rather than Shout since it boosts the resist debuffing.

 

Good to know, I hadn't done a dpa analysis of Fire versus Sonic.  I've never really seen any reason to optimize my dps on a defender, I'm rolling a defender for teaming, I've got other ATs for soloing.  While I definitely want to contribute dps on a defender, if I want to fight an AV as an AV I'll recruit someone to help to make it tolerably fast. 

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I also rolled a rad/fire defender, for thematic purposes not solo play.  My toon is OrangeSunshine (sun=radiation, fire and gravity or dark epic pool). I'm rounding level 40 and I've enjoyed playing her but I was starting to wonder if she is going to be viable if not just boring... at least as I've currently built her.

 

I'd never played a defender.  It remember my motherboard blew after playing about 3 months and I went lowbrow for a while.  When I got my sys refs back on par it was all gone.  So stoked to be playing.  Digressed, sry.  So far she seems like a blaster that starts with a few targeted toggles.  Each level I question the intrinsic value of most of the rad primaries.  Mutation, choking cloud, fallout and em pulse all have somewhat major drawbacks.  After travel powers and medicine (I couldn't resist despite adverse advice.  I'm a defender for pete's sake), I'm not sure I'll have room for much supplementation to buffs/debuts like leadership or sorcery.  So I'm kinda lost in my build.

 

I've looked pretty hard for a rad/fire build guide.  If anyone has a link to one or two that'd be great.  It doesn't appear to be a popular build.  I'm curious why not if it isn't.  But I'm really interested in any thoughts you guys have about this build; powers, slotting, pool powers etc... More around team play.  I thought I'd tack this here rather than start a new thread.  Don't mean to hijack.

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I also rolled a rad/fire defender, for thematic purposes not solo play.  My toon is OrangeSunshine (sun=radiation, fire and gravity or dark epic pool). I'm rounding level 40 and I've enjoyed playing her but I was starting to wonder if she is going to be viable if not just boring... at least as I've currently built her.

 

I'd never played a defender.  It remember my motherboard blew after playing about 3 months and I went lowbrow for a while.  When I got my sys refs back on par it was all gone.  So stoked to be playing.  Digressed, sry.  So far she seems like a blaster that starts with a few targeted toggles.  Each level I question the intrinsic value of most of the rad primaries.  Mutation, choking cloud, fallout and em pulse all have somewhat major drawbacks.  After travel powers and medicine (I couldn't resist despite adverse advice.  I'm a defender for pete's sake), I'm not sure I'll have room for much supplementation to buffs/debuts like leadership or sorcery.  So I'm kinda lost in my build.

 

I've looked pretty hard for a rad/fire build guide.  If anyone has a link to one or two that'd be great.  It doesn't appear to be a popular build.  I'm curious why not if it isn't.  But I'm really interested in any thoughts you guys have about this build; powers, slotting, pool powers etc... More around team play.  I thought I'd tack this here rather than start a new thread.  Don't mean to hijack.

 

This hurts to read. Rad is one of the best sets in the game, especially in teams (though also really good solo). You have Radiation Infection and Enervating Field to neuter enemies (-ToHit, -Def, -Dmg, -Res), Lingering Radiation and Choking Cloud to keep enemies in Rain of Fire, and EM Pulse - one of the best holds in the game (huge AoE, -end, -regen, fast activation). The end recovery side-effect is easy to deal with by popping blue candy or grabbing an EPP/APP with a+end or end mod power.

 

Skip the medicine pool - you have an AoE heal that is far superior, an ally rez that buffs them and an AoE buff that gives +recovery, +recharge and +damage.  Honestly, the only power that's completely skippable is Fallout, unless you want to haul a corpse along with you to use, but that just seems like a waste of a power slot (Choking Cloud can be skipped too if you play more ranged than melee). Grab leadership instead - maneuvers & tactics complement the rad debuffs nicely, and assault...well, who doesn't like more damage.

 

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