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Snarky

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I neer play Rad and have yet to really sit with an Energy since the great changes.  I tried to make this build as a Brute, was unhappy with the numbers.  Looks impressive as a Tank.  

 

My MiDs show the same AoE for Tank and Brute, but these power sets should have fatter AoE on the Tank, yes?

 

This Hero build was built using Mids Reborn 3.0.5.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Snarkenstein: Level 50 Science Tanker
Primary Power Set: Radiation Armor
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Speed
Power Pool: Sorcery

Hero Profile:
Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(5), ImpArm-ResPsi(50)
Level 1: Barrage -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(5), SprMghoft-Acc/Dmg/Rchg(7), SprMghoft-Dmg/EndRdx/Rchg(7), SprMghoft-Acc/Dmg/EndRdx/Rchg(9), SprMghoft-Rchg/Res%(9)
Level 2: Gamma Boost -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-Heal/Rchg(11), Prv-Absorb%(13)
Level 4: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(15), ImpArm-ResPsi(50)
Level 6: Fallout Shelter -- GldArm-3defTpProc(A), ImpArm-ResPsi(17), Ags-Psi/Status(50)
Level 8: Radiation Therapy -- Arm-Dmg(A), Arm-Dmg/Rchg(17), Arm-Acc/Dmg/Rchg(19), Arm-Acc/Rchg(19), Arm-Dmg/EndRdx(21), Arm-Dam%(21)
Level 10: Taunt -- PrfZng-Dam%(A)
Level 12: Beta Decay -- CldSns-ToHitDeb(A), CldSns-%Dam(23)
Level 14: Bone Smasher -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(23), SprGntFis-Acc/Dmg/Rchg(25), SprGntFis-Dmg/EndRdx/Rchg(25), SprGntFis-Acc/Dmg/EndRdx/Rchg(27), SprGntFis-Rchg/+Absorb(27)
Level 16: Whirling Hands -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Rchg/KDProc(31)
Level 18: Particle Shielding -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(33), DctWnd-Heal/Rchg(33), DctWnd-Heal/EndRdx/Rchg(33), DctWnd-Heal(34), DctWnd-Rchg(34)
Level 20: Total Focus -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(34), TchofDth-Dmg/Rchg(36), TchofDth-Acc/Dmg/EndRdx(36), TchofDth-Dmg/EndRdx/Rchg(36), TchofDth-Dam%(37)
Level 22: Kick -- FrcFdb-Rechg%(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-Rchg/ResDam(37), UnbGrd-Max HP%(39), ImpArm-ResPsi(48)
Level 26: Ground Zero -- FuroftheG-Acc/End/Rech(A), FuroftheG-Acc/Dmg/End/Rech(39), Mlt-Acc/Dmg(39), Mlt-Dmg/EndRdx/Rchg(40), Mlt-Acc/Dmg/EndRdx(40), Mlt-Dmg/Rchg(40)
Level 28: Build Up -- RechRdx-I(A), RechRdx-I(42)
Level 30: Weave -- LucoftheG-Def/Rchg+(A)
Level 32: Meltdown -- RechRdx-I(A), RechRdx-I(42)
Level 35: Power Crash -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(42), Mlt-Dmg/Rchg(43), Mlt-Acc/Dmg/EndRdx(43)
Level 38: Energy Transfer -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46), SprBlsCol-Rchg/HoldProc(46)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 44: Mystic Flight -- WntGif-ResSlow(A)
Level 47: Arcane Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/Rchg(48)
Level 49: Rune of Protection -- StdPrt-ResDam/Def+(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(46), Mrc-Rcvry+(48)
Level 1: Hurdle -- Empty(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 1: Energy Focus 
Level 47: Arcane Power 
------------

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5 hours ago, Snarky said:

I neer play Rad and have yet to really sit with an Energy since the great changes.  I tried to make this build as a Brute, was unhappy with the numbers.  Looks impressive as a Tank.  

 

My MiDs show the same AoE for Tank and Brute, but these power sets should have fatter AoE on the Tank, yes?

 

This Hero build was built using Mids Reborn 3.0.5.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Snarkenstein: Level 50 Science Tanker
Primary Power Set: Radiation Armor
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Speed
Power Pool: Sorcery

Hero Profile:
Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(5), ImpArm-ResPsi(50)
Level 1: Barrage -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(5), SprMghoft-Acc/Dmg/Rchg(7), SprMghoft-Dmg/EndRdx/Rchg(7), SprMghoft-Acc/Dmg/EndRdx/Rchg(9), SprMghoft-Rchg/Res%(9)
Level 2: Gamma Boost -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-Heal/Rchg(11), Prv-Absorb%(13)
Level 4: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(15), ImpArm-ResPsi(50)
Level 6: Fallout Shelter -- GldArm-3defTpProc(A), ImpArm-ResPsi(17), Ags-Psi/Status(50)
Level 8: Radiation Therapy -- Arm-Dmg(A), Arm-Dmg/Rchg(17), Arm-Acc/Dmg/Rchg(19), Arm-Acc/Rchg(19), Arm-Dmg/EndRdx(21), Arm-Dam%(21)
Level 10: Taunt -- PrfZng-Dam%(A)
Level 12: Beta Decay -- CldSns-ToHitDeb(A), CldSns-%Dam(23)
Level 14: Bone Smasher -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(23), SprGntFis-Acc/Dmg/Rchg(25), SprGntFis-Dmg/EndRdx/Rchg(25), SprGntFis-Acc/Dmg/EndRdx/Rchg(27), SprGntFis-Rchg/+Absorb(27)
Level 16: Whirling Hands -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Rchg/KDProc(31)
Level 18: Particle Shielding -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(33), DctWnd-Heal/Rchg(33), DctWnd-Heal/EndRdx/Rchg(33), DctWnd-Heal(34), DctWnd-Rchg(34)
Level 20: Total Focus -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(34), TchofDth-Dmg/Rchg(36), TchofDth-Acc/Dmg/EndRdx(36), TchofDth-Dmg/EndRdx/Rchg(36), TchofDth-Dam%(37)
Level 22: Kick -- FrcFdb-Rechg%(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-Rchg/ResDam(37), UnbGrd-Max HP%(39), ImpArm-ResPsi(48)
Level 26: Ground Zero -- FuroftheG-Acc/End/Rech(A), FuroftheG-Acc/Dmg/End/Rech(39), Mlt-Acc/Dmg(39), Mlt-Dmg/EndRdx/Rchg(40), Mlt-Acc/Dmg/EndRdx(40), Mlt-Dmg/Rchg(40)
Level 28: Build Up -- RechRdx-I(A), RechRdx-I(42)
Level 30: Weave -- LucoftheG-Def/Rchg+(A)
Level 32: Meltdown -- RechRdx-I(A), RechRdx-I(42)
Level 35: Power Crash -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(42), Mlt-Dmg/Rchg(43), Mlt-Acc/Dmg/EndRdx(43)
Level 38: Energy Transfer -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46), SprBlsCol-Rchg/HoldProc(46)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 44: Mystic Flight -- WntGif-ResSlow(A)
Level 47: Arcane Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/Rchg(48)
Level 49: Rune of Protection -- StdPrt-ResDam/Def+(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(46), Mrc-Rcvry+(48)
Level 1: Hurdle -- Empty(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 1: Energy Focus 
Level 47: Arcane Power 
------------

 

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Couple of questions -

 

what numbers brute side were you not happy with?

 

And what are you looking to do with this build? - (ultra survivable tank - with great single target and serviceable aoe, or something more like a proc monster)?

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He's come to a fairly decent build without going absolute "Blood From A Stone."
He can also compromise with his Alpha.  He can go Resilient, then turn off Tough, leaving him with 83% S/L, better Resists than Cardiac, and nearly identical Endurance consumption (Card: 0.97, Res: 1.02)

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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7 hours ago, Infinitum said:

Couple of questions -

 

what numbers brute side were you not happy with?

 

And what are you looking to do with this build? - (ultra survivable tank - with great single target and serviceable aoe, or something more like a proc monster)?

My resists were just not where I want them to be.   I play a lot of invul.  Giving up the defense aspect of the game (no inherent def, no def debuff res, not chasing softcaps) i expected to see better % but they are still in invul neighborhood mostly.   At least with Dark you get tons of tricks to sly past hole in def (stealth, stun, fear, best heal in game) with Rad you get….???   Now I have not played it yet, but I am not impressed at the walkup.  I was hoping for serviceable AoE and I know Energy has a good ST chain.  I like tanky builds so that was the structure i was looking for.  I fit procs on as they naturally occur in my set building.  I do not chase them

Edited by Snarky
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2 hours ago, Snarky said:

At least with Dark you get tons of tricks to sly past hole in def (stealth, stun, fear, best heal in game) with Rad you get….???

 

Recovery/Recharge/Absorb/Endurance (while Dark is swallowing your Endurance like a black hole).

 

As for Dark Armor having the best heal in the game, let's compare the two....

 

Healing (base)

Dark Regeneration: 562.22  

Radiation Therapy: 206.15 + 41.23 per foe hit

 

Radiation Therapy's healing, being dependent on foes being hit, requires 8.64 foes to break even with Dark Regeneration. So in a group of 9+ minions you will get more healing from Radiation Therapy, in a group of fewer than 9 you will get less. Against an AV you would probably prefer to have Dark Regeneration. 

 

Endurance (base)

Dark Regeneration: 0

Radiation Therapy: 5 + 2.5 per foe hit

 

Dark Regeneration not only does not give you endurance, it costs endurance to use--a hefty 33.8  (according to City of Data 2.0). Radiation Therapy is free if you have 3 foes around and is generating endurance beyond that.

 

Damage (base)

Dark Regeneration: 10.57 negative

Radiation Therapy: 10.57 energy + 2.64 toxic every second for 4 seconds

 

Radiation Therapy deals twice as much damage.

 

 This is not to Rah! Rah! you over Radiation Armor or down sell Dark Armor. Like you I am currently trying to figure out the best care and feeding for Radiation Armor on a Tanker, and for this next bit I need someone to tell me if I am going down the wrong path.

 

You have Armageddon slotted in Radiation Therapy, focusing I assume on the set bonuses and damage output. As slotted, on a proc you deal 130.2 damage and otherwise rely on the base healing/endurance recovery of the power. If you were to instead slot it with Touch of the Nictus [H/A,  A/H/A, Neg] and Power Transfer [Em, D/Em, Heal] you still end up with perma-Hasten since the 10% +Recharge loss does not take you beneath the global recharge necessary. The damage on proc is 96.19, so about 75% of what you had but in exchange your healing is 450.1 + 71.29 per foe hit instead of the 214.4 + 42.88  you have with your slotting, and your endurance recovery is 8.45 + 4.22 per foe hit versus the base 5 + 2.5 per foe you have. The real gain is the healing. With six foes you're approaching Dark Regen fully slotted for healing and with one foe you're still at 50% equivalent. But that presumes the healing proc from Power Transfer, which I think will have a roughly 50-50 chance of going off when dealing with a single target (AV).

 

 

Edited by Erratic1
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8 minutes ago, Erratic1 said:

 

 

As for Dark Armor having the best heal in the game, let's compare the two....

 

You have Armageddon slotted in Radiation Therapy, focusing I assume on the set bonuses and damage output.

 

 

I have yet to play Rad….but I have played a lot of Dark Armor.   That heal will take you from nothing to FULL health.  And on a decent recharge build you can stand on it because it is up extremely fast.   I am away at work so I do not know how often Rad heal is up. 
 

I slot for set bonuses as I build with a weather eye to giving a power what it needs (esp frankenslotting). The purple set was chosen specifically for set bonuses.  
 

If, after laying in the initial build in MiDs, I discover I have easily achieved and exceeded my build goals I will then luxuriously start changing what sets I am using to achieve 2nd and 3rd build goals.  That never happened here.  So without seeing a better direction or understanding Rad better I am loathe to second guess my first choices

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1 minute ago, Snarky said:

I have yet to play Rad….but I have played a lot of Dark Armor.   That heal will take you from nothing to FULL health.  And on a decent recharge build you can stand on it because it is up extremely fast.   I am away at work so I do not know how often Rad heal is up. 
 

I slot for set bonuses as I build with a weather eye to giving a power what it needs (esp frankenslotting). The purple set was chosen specifically for set bonuses.  
 

If, after laying in the initial build in MiDs, I discover I have easily achieved and exceeded my build goals I will then luxuriously start changing what sets I am using to achieve 2nd and 3rd build goals.  That never happened here.  So without seeing a better direction or understanding Rad better I am loathe to second guess my first choices

 

  Radiation Therapy is up every 60 seconds by default. As you have it in your build it is up every 14.82 seconds (assuming perma-Hasten). 

 

Like I said, I assumed you chose Armageddon for the set bonuses. I presented the option I did because you still retain perma-Hasten, which seemed to be the largest calling card for the set.

 

The bonuses Armageddon is getting you are:

  1. 4% Recovery
  2. 6% Fire/Cold Res
    10% Mez Res
  3. 15% Accuracy
  4. 10% Recharge Time
  5. 6% Toxic/Psi Res
    10% Mez Res

(1) Without the bonus your global Recovery shrinks from 2.8 to 2.73. Ignoring my proposal gives you more endurance per usage, if losing that 4% recovery breaks your build you probably need to reconsider anyway.

(2) This seems to be the most pertinent bonus provided given Radiation's refusal to grant Cold Resist.

(3) This is the only +Accuracy you have across all your powers. Given how common it is on sets, it did not look important. Will also note the proposed slotting give you +9%

(4) Again, you reach perma-Hasten without it.

(5) Without this bonus Toxic remains at a respectable 86.58% Resistance. Psionic drops to 60.45%

 

(1) and (4) are not giving you much.

(3) Global Accuracy is not meaningless but some goodly chunk of your powers are already in the ED range and the loss is meaningless (like Power Transfer dropping from 190.3% to 184.9%).

 

So the question is if (2) and (5) are worth the trade off on the healing. I cannot answer that for you. All I can do is present options and the rationale behind them.

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As I consider Gamma Boost, I am not sure it deserves slotting for any reason other than set bonus muling.

 

The Recovery Gamma Boost provides starts at its max value and declines as your health does, so if you were reliant on it to not have endurance problems you risk being back in problematic territory if your health remains reduced for any significant period of time (admittedly a goal to be avoided but these things happen). If you buff the amount it provides to get around the reduction health loss inflicts then you are going to be running with spare when not at reduced health and that is no benefit.

 

The Regeneration it provides when at full health is 5% of base. When you are about to die, at 5% life, Gamma Boost will double your base Regen but that means that over the course of 60 seconds (were you willing and able to stay at 5% life) it would provide you with 25% of your health bar in generated healing. Slot it up for double the impact and Willpower and Regen (which Tankers can't get their hands on) are looking at you as some unfortunate who does not really understand health regeneration.

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5 hours ago, Snarky said:

I have yet to play Rad….but I have played a lot of Dark Armor.   That heal will take you from nothing to FULL health.  And on a decent recharge build you can stand on it because it is up extremely fast.   I am away at work so I do not know how often Rad heal is up. 
 

I slot for set bonuses as I build with a weather eye to giving a power what it needs (esp frankenslotting). The purple set was chosen specifically for set bonuses.  
 

If, after laying in the initial build in MiDs, I discover I have easily achieved and exceeded my build goals I will then luxuriously start changing what sets I am using to achieve 2nd and 3rd build goals.  That never happened here.  So without seeing a better direction or understanding Rad better I am loathe to second guess my first choices

I am not a huge fan of Rad because it just isn't IMO quite as strong as Invul, Shield, Dark, SR, or even Ice in a lot of cases.  The lack of DDR makes it fragile in a lot of extreme cases.  Under most circumstances its fine and even quite fun, but get drenched in the middle of high level debuffers and it folds too fast even when trying to work around the situation with incarnates.

 

Dark is similar but there is something about it that is just more durable than Rad - IMO.

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5 hours ago, Erratic1 said:

 

  Radiation Therapy is up every 60 seconds by default. As you have it in your build it is up every 14.82 seconds (assuming perma-Hasten). 

 

Like I said, I assumed you chose Armageddon for the set bonuses. I presented the option I did because you still retain perma-Hasten, which seemed to be the largest calling card for the set.

 

The bonuses Armageddon is getting you are:

  1. 4% Recovery
  2. 6% Fire/Cold Res
    10% Mez Res
  3. 15% Accuracy
  4. 10% Recharge Time
  5. 6% Toxic/Psi Res
    10% Mez Res

(1) Without the bonus your global Recovery shrinks from 2.8 to 2.73. Ignoring my proposal gives you more endurance per usage, if losing that 4% recovery breaks your build you probably need to reconsider anyway.

(2) This seems to be the most pertinent bonus provided given Radiation's refusal to grant Cold Resist.

(3) This is the only +Accuracy you have across all your powers. Given how common it is on sets, it did not look important. Will also note the proposed slotting give you +9%

(4) Again, you reach perma-Hasten without it.

(5) Without this bonus Toxic remains at a respectable 86.58% Resistance. Psionic drops to 60.45%

 

(1) and (4) are not giving you much.

(3) Global Accuracy is not meaningless but some goodly chunk of your powers are already in the ED range and the loss is meaningless (like Power Transfer dropping from 190.3% to 184.9%).

 

So the question is if (2) and (5) are worth the trade off on the healing. I cannot answer that for you. All I can do is present options and the rationale behind them.

i chose it for the resist bonuses.  also great set.  but chasing +1 build priority.  90-100% resist on everything

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41 minutes ago, Infinitum said:

I am not a huge fan of Rad because it just isn't IMO quite as strong as Invul, Shield, Dark, SR, or even Ice in a lot of cases.  The lack of DDR makes it fragile in a lot of extreme cases.  Under most circumstances its fine and even quite fun, but get drenched in the middle of high level debuffers and it folds too fast even when trying to work around the situation with incarnates.

 

Dark is similar but there is something about it that is just more durable than Rad - IMO.

Dark, built correctly (my opinion) has stealth (does not suppress) a stun aura and a fear aura.  I also run it as Dark/Dark....so to hit debuffs.  If it cannot see you, you do not need defense.  If it is stunned....you do not need defense...  If it is feared...  Granted the fear and stun are for trash.  But there is a lot of trash mobs with mean attacks.  The stealth is awesome except edge cases like Rikti and Rularuu.  Then that heal....fuggedaboutit.  I just push resist accuracy and recharge in the Dark armors.  Defense?  No debuff resistance, my Defense is screwing with you long enough to kill you.

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4 minutes ago, Krimson said:

Wanna come S/L farming later? We can shred EBs Dark Brute style. 

sounds fun.  having failed to win the lottery again this week my schedule is pretty full however lol.  would love to do that though.  i usually game weeknights on Excelsior 5 pacific to 7 pacific.  quite a bit more weekends.

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1 hour ago, Infinitum said:

I am not a huge fan of Rad because it just isn't IMO quite as strong as Invul, Shield, Dark, SR, or even Ice in a lot of cases.  The lack of DDR makes it fragile in a lot of extreme cases.  Under most circumstances its fine and even quite fun, but get drenched in the middle of high level debuffers and it folds too fast even when trying to work around the situation with incarnates.

 

Dark is similar but there is something about it that is just more durable than Rad - IMO.



Rad is a "Resist Uber Alles" build.
Trying to half-ass it by trying to acquire super-high Defense basically leaves you an egg shell.
Because the second they crack your Defense, having sacrificed your Resists, you die.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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42 minutes ago, Hyperstrike said:



Rad is a "Resist Uber Alles" build.
Trying to half-ass it by trying to acquire super-high Defense basically leaves you an egg shell.
Because the second they crack your Defense, having sacrificed your Resists, you die.

Yeah, that isn't what i did at all. 

 

This isn't my first rodeo.

 

See screenshot.  Still not as strong as other builds i mentioned - especially against Debuffers - (i wasnt referring to just defense debuffers) see doesnt matter if you are blocking 90% the 10% still debuffs your regen, accuracy, recharge and defense - and you crack like an egg regardless.

Rad.jpg.182d0e58d005a3e2a29d6ed09dbd64da.jpg

Edited by Infinitum
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