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Rad/Sonic Defender: the classic AV killer.


modest

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Hi everyone, I play a Rad/Sonic defender named Modest on the Indomitable server. If you're on Indomitable and you run Strike Forces, then I've probably played with you. 😉 I've received questions on Reddit and in game about this classic pairing, so I've written up a quick guide on Rad/Sonic defenders and how they work in the current issue on Homecoming.

 

The advantages of a Rad/Sonic defender are:

  • Rad/Sonic Defenders can solo any content.
  • Rad/Sonic Defenders can solo AVs and GMs.
  • Rad/Sonic Defenders are self-sustaining. They self-buff and self-heal.
  • Rad/Sonic Defenders are a great benefit in strike forces and other end-game content.

The disadvantages of Rad/Sonic defenders are:

  • Rad/Sonic is a very active pairing. It requires a player to constantly manage their debuff toggles.
  • The learning curve is high compared to other skillsets.
  • Radiation Emission does not provide any intrinsic defenses or resistances. Rad/Sonic defenders get their defenses from set bonuses and pool skills.

 

Radiation Emission

 

Radiant Aura: 😉😉😉😉

  • Radiant Aura is a great heal because, unlike other sets, it heals both you and your allies. It recharges quickly (2.4 seconds at 50). It also adds a smal 20% regen and 20% recovery buff for 120 seconds. This skill helps you self sustain.
  • Recommended slotting: 6 slot Numina's Convalescence.

 

Radiation Infection: 😉😉😉😉

  • The first toggle debuff in the set. This debuffs defense by ~31% and ToHit by ~35%.
  • The cast time is very long (3.3 seconds).
  • The debuff anchors on a targeted enemy and debuffs all enemies within a 15 radius of the anchor.
  • I recommend that you open with this when soloing. In a group, only apply this debuff on bosses, elite bosses and AVs. Apply it after Enervating Field.
  • Recommended slotting: a single Dark Watcher's Despair: To Hit Debuff/Endurance.

 

Accelerate Metabolism: 😉😉😉😉

  • One of the best buffs in the game. It buffs both you and your team.
  • This provides a 25% damage buff, 30% recharge buff, 30% runspeed buff, 65% resistances to status effects, and a 44% recovery buff that double stacks.
  • Always have this up.
  • Recommended slotting: three Performance Shifter IOs with /Recharge.

 

Enervating Field: 😉😉😉😉😉

  • This is the debuff that you will use in every fight. The cast time is quick: 0.73 seconds at 50.
  • This debuffs 30% of all resistances, and debuffs damage by 25%.
  • Recommended slotting one endurance reduction IO.

 

Mutation: 😉😉😉

  • Mutation is a great ally res power, but it does have downsides.
  • The recharge is long: 63 seconds at 50.
  • It resurrects the ally with full health and stamina, and buffs their recovery by 250% or more at 50. It buffs their ToHit by 37.5%, recharge by 100%, and damage by 50%.
  • This power protects an ally from Exp debt for 90 seconds.
  • After 90 seconds, the resurrected ally experiences a crash. This can be a nasty surprise.
  • Recommended slotting: Performance Shifter: End Mod/Recharge.

 

Lingering Radiation: 😉😉😉😉😉

  • This is the third signature debuff in the Radiation Emission set. It casts quickly, lasts for 30 seconds, and can be made perma.
  • This debuffs all enemies in a 25 radius around your target. Unlike the other debuffs, this is a targeted AOE and not a toggle.
  • -500 Regen, -75% recharge, -90 run speed, -90 fly speed, -90 jump speed.
  • Recommended slotting: two recharge reduction IOs, OR one Pacing of the Turtle: Endurance/Recharge/Slow and one recharge reduction IO.

 

Choking Cloud: 🤮

  • A mag 2 hold that only works on same-level minions.
  • Low accuracy, an incredibly long cast time, and a tiny radius (15).
  • I strongly recommend that you skip this power.

 

Fallout: 😉

  • This is a PBAoE debuff that you can only cast after a teammate has died. It is a strong buff, but your teammates shouldn't be dying in the first place.
  • Debuffs defenses by 30% and resistances by 50%. Debuffs ToHit by 30% and damage by 30%.
  • The radius is 30m. It has good accuracy.
  • I recommend that you skip this power and take vengeance if you want a post-defeat power.

 

Em Pulse: 😉😉

  • EM Pulse is an okay utility power that I've never found a use for. It is a Mag 3 hold and debuff that has a long (300 second) recharge time, low accuracy, and high end cost.
  • The range on EM pulse is 60, so it can hold and debuff an entire group of minions and lieutenants.
  • This debuffs Regen by 1000%, Recovery by 1000%, and Endurancy by 55%.
  • After using this, your recovery drops to zero for 22 seconds.
  • This is a fun power, but you will use it so rarely that I recommend skipping it. It doesn't work in 50+4 content, and it isn't useful in strike forces.

 

Sonic Attack

 

Shriek: 😉😉😉😉

  • Shriek does terrible damage, but it recharges in under a second and debuffs all resistances by 20%. It's essential in any single target rotation.
  • Recommended slotting: Superior Defender's Bastion, Thunderstrike, or three Thunderstrikes and three Superior Vigilant Assaults.

 

Scream: 😉😉😉😉

  • Scream does good damage, and it also debuffs all resistances by 20% for 7 seconds. These debuffs stack.
  • Recommended slotting: Superior Defender's Bastion, Thunderstrike, or three Thunderstrikes and three Superior Vigilant Assaults.

 

Howl: 😉😉😉

  • Howl does poor damage, has a slow cast time, and a poor range.
  • Howl also debuffs resitances by 20%.
  • This power is skippable, but it is one of Sonic Attack's few options for AOE damage.
  • Recommended slotting: Superior Frozen Blast 5 slots + Positron's Blast: Chance for Energy, or Positron's Blast, or frankenslot with 4 Positron's Blasts (include the proc), the Javelin Volley proc, and the Annihilation proc. The superior frozen blast proc will turn Howl into a cone immobilize. This can be useful, but I prefer the damage or res procs.

 

Shockwave: 😉😉

  • Shockwave is another low damage AOE skill that also knocks your enemies down. The knockdown effect has a magnatude of 6.2, so it can knock down minions and lieutenants very reliably.
  • The accuracy and range are terrible.
  • Shockwave is a viable alternative to Howl. Take one or the other, but not both.

 

Shout: 😉😉😉

  • Shout is a good power, but not a great one. It deals good damage and debuffs resistances by 20%.
  • The cast time for shout is three seconds. In that same time, you can cast two of your other sonic powers and deal more damage AND debuff by 40% instead of shout's 20%.
  • Shout is good for burst damage.
  • I recommend that you skip it and take Screech instead.

 

Amplify: 😉😉😉

  • Amplify is your typical Aim/Build Up power. However, it only buffs your damage by 50%.
  • Take this skill. It turns your Dreadful Wail into a PBAoE that can clear entire crowds.
  • Recommended slotting: To Hit Buff/Recharge.

 

Siren's Song: 😉

  • Siren's Song is a Mag 3 sleep with a long recharge, terrible accuracy, terrible range, and it is a cone rather than a PBAoE.
  • This skill is useless in 50+ content.
  • The only good thing about this power is that the arc is 50 degrees.

 

Screech: 😉😉😉

  • Screech is a single target disorient and debuff that can be slotted with damage procs. It debuffs resistances by 20% and has a mag 3 stun.
  • I recommend that you always open with this power. The resistance debuffs last for a full 15 seconds, and they stack.
  • Recommended slotting: Four Superior Vigilant Assault, Apocalypse Proc, Gladiator's Javelin Proc. Alternative: three Thunderstrikes, Apocalypse Proc, Gladiator's Javelin Proc, Superior Winter's Bite proc.

 

Dreadful Wail: 😉😉😉😉😉

  • I love Dreadful Wail. It's a PBAoE nuke with no crash that debuffs resistances by 20% and deals a mag 3 stun.
  • The stun (and resistance debuffs) stacks with Screech. This allows you to lock down a boss or elite boss.
  • The damage is routinely 700 or higher. This rivals some blaster nukes, and is higher than most corruptor nukes.
  • This will clear most packs of minions and lieutenants at 50+, and severely damage bosses.

 

Finally, here is my build. I have made a few compromises to improve my survivability and to focus on powers that I find fun. This build has successfully solod most of the end game AVs. Ranged defense is soft capped, and S/L resistances are soft capped. AOE defense can be soft capped with a single small defense inspiration if needed.

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Modest V13: Level 50 Science Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
------------
Level 1:    Radiant Aura    
 (A) Numina's Convalesence - Heal/Endurance
 (3) Numina's Convalesence - Heal
 (3) Numina's Convalesence - Heal/Endurance/Recharge
 (5) Numina's Convalesence - Heal/Recharge
 (5) Numina's Convalesence - +Regeneration/+Recovery
 (7) Numina's Convalesence - Endurance/Recharge


Level 1:    Shriek    
 (A) Superior Defender's Bastion - Accuracy/Damage
 (7) Superior Defender's Bastion - Damage/Recharge
 (9) Superior Defender's Bastion - Damage/Endurance/Recharge
 (9) Superior Defender's Bastion - Accuracy/Damage/Endurance
 (11) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge
 (11) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal


Level 2:    Scream    
 (A) Thunderstrike - Accuracy/Damage/Recharge
 (13) Thunderstrike - Accuracy/Damage/Endurance
 (13) Thunderstrike - Damage/Endurance/Recharge
 (15) Thunderstrike - Accuracy/Damage
 (15) Thunderstrike - Damage/Endurance
 (17) Thunderstrike - Damage/Recharge


Level 4:    Accelerate Metabolism    
 (A) Performance Shifter - EndMod/Recharge
 (19) Performance Shifter - Accuracy/Recharge
 (21) Performance Shifter - EndMod/Accuracy/Recharge


Level 6:    Howl    
 (A) Superior Frozen Blast - Accuracy/Damage
 (21) Superior Frozen Blast - Accuracy/Damage/Endurance
 (23) Superior Frozen Blast - Damage/Endurance
 (23) Superior Frozen Blast - Accuracy/Damage/Recharge
 (25) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
 (25) Positron's Blast - Chance of Damage(Energy)


Level 8:    Hasten    
 (A) Recharge Reduction IO
 (27) Recharge Reduction IO


Level 10:    Combat Jumping    
 (A) Luck of the Gambler - Recharge Speed
 (27) Luck of the Gambler - Defense


Level 12:    Super Jump    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
 (29) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 14:    Maneuvers    
 (A) Luck of the Gambler - Recharge Speed
 (31) Luck of the Gambler - Defense/Endurance
 (31) Luck of the Gambler - Defense
 (31) Luck of the Gambler - Defense/Endurance/Recharge


Level 16:    Radiation Infection    
 (A) Dark Watcher's Despair - To Hit Debuff/Endurance


Level 18:    Enervating Field    
 (A) Endurance Reduction IO


Level 20:    Lingering Radiation    
 (A) Pacing of the Turtle - Endurance/Recharge/Slow
 (29) Recharge Reduction IO
 (50) Recharge Reduction IO


Level 22:    Boxing    
 (A) Accuracy IO


Level 24:    Tough    
 (A) Aegis - Resistance/Endurance
 (33) Aegis - Resistance
 (33) Aegis - Resistance/Endurance/Recharge
 (33) Aegis - Resistance/Recharge
 (34) Aegis - Psionic/Status Resistance
 (34) Steadfast Protection - Resistance/+Def 3%


Level 26:    Weave    
 (A) Luck of the Gambler - Recharge Speed
 (34) Luck of the Gambler - Defense/Recharge
 (36) Luck of the Gambler - Defense/Endurance
 (36) Luck of the Gambler - Defense
 (36) Luck of the Gambler - Defense/Endurance/Recharge
 (50) Shield Wall - +Res (Teleportation), +5% Res (All)


Level 28:    Tactics    
 (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance


Level 30:    Amplify    
 (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
 (37) Gaussian's Synchronized Fire-Control - Chance for Build Up
 (37) Gaussian's Synchronized Fire-Control - To Hit Buff
 (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
 (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance
 (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance


Level 32:    Mutation    
 (A) Performance Shifter - EndMod/Recharge


Level 35:    Screech    
 (A) Superior Vigilant Assault - Accuracy/Damage
 (39) Superior Vigilant Assault - Accuracy/Damage/Endurance
 (40) Superior Vigilant Assault - Damage/RechargeTime
 (40) Apocalypse - Chance of Damage(Negative)
 (40) Gladiator's Javelin - Chance of Damage(Toxic)
 (42) Superior Vigilant Assault - Damage/Endurance/RechargeTime


Level 38:    Dreadful Wail    
 (A) Armageddon - Accuracy/Damage/Recharge
 (42) Armageddon - Accuracy/Recharge
 (42) Armageddon - Damage/Endurance
 (43) Armageddon - Chance for Fire Damage
 (43) Armageddon - Damage/Recharge
 (43) Obliteration - Chance for Smashing Damage


Level 41:    Dark Embrace    
 (A) Gladiator's Armor - Resistance
 (45) Gladiator's Armor - End/Resist
 (45) Gladiator's Armor - TP Protection +3% Def (All)
 (45) Gladiator's Armor - Recharge/Resist
 (46) Gladiator's Armor - Resistance/Rech/End
 (46) Gladiator's Armor - Recharge/Endurance


Level 44:    Soul Storm    
 (A) Lockdown - Accuracy/Hold
 (46) Lockdown - Accuracy/Recharge
 (48) Lockdown - Recharge/Hold
 (48) Lockdown - Endurance/Recharge/Hold
 (48) Lockdown - Accuracy/Endurance/Recharge/Hold
 (50) Lockdown - Chance for +2 Mag Hold


Level 47:    Vengeance    
 (A) Luck of the Gambler - Recharge Speed


Level 49:    Assault    
 (A) Endurance Reduction IO


Level 1:    Brawl    
 (A) Empty


Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 1:    Sprint    
 (A) Celerity - +Stealth


Level 1:    Vigilance    
Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) HamiO:Microfilament Exposure


Level 2:    Health    
 (A) Miracle - +Recovery
 (17) Panacea - +Hit Points/Endurance


Level 2:    Hurdle    
 (A) HamiO:Microfilament Exposure


Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End
 (19) Performance Shifter - EndMod


Level 50:    Musculature Core Paragon    
Level 50:    Pyronic Radial Final Judgement    
Level 50:    Degenerative Core Flawless Interface    
Level 50:    Longbow Radial Superior Ally    
Level 50:    Clarion Core Epiphany    
Level 50:    Support Radial Embodiment    
------------

 

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http://www.cohplanner.com/mids/download.php?uc=1543&c=716&a=1432&f=HEX&dc=78DA6D94D94F135114C6EF74062B652DA594A54017D9A174283E281AA32C260206A9F2DA4CDA012662A7E90C11D417FF0597F8E41A375E4C5416E3B37F0592187D7779717DC1D37EA7AD499DB4F3BBF39DFBDD39F7DC7B67766DA2FAC5E9EB2784543BBEA2595662425FD4D3293DEB8C270D3D9DD4055DAE5933A55B7660418D39E93150E89338B5BAB81899D75286661B663A3179C9B02C6AF88B1DE6B5F4929E8AC4CDB4914C9CB46D2D7951B8E64C732512CFE87AAA3ADF9CD1B58C915EAA2B3C90D15A363235F9E7296369D9A668DB64C64846C6CD6C7635639BD944DC5C5D49CC6A96AD67D79B29A901FA5F76D04DCA65BC5F21CE51435584E302F33CA8C4990BE081797037E715EC7D2523F61A3CB8C9DC025DDBCC1DF0BD835F4B5EE981C86BD50F998FC0DABBCC7B60FD7D709DBC327276C8371D79ADE136D8780BDC2354F0F8159B0A62DB60D31673076C7E5320C60FD18A3931BEE41C80D6CA6CA25825C72ABDA8436B23E8A35815DE2955ED220FFF1EE8A6580D7C720DFB3AEA99ECEFF0806B64A9C338A2EE2DFC57086ED6DC41E4728D340F3487E725BC7ECE53654AF45E2FFBBCADD064D27CBCE6BE287C8151668CA982C1C3CC9CA19DF600795BD8DBC2F308BAC130CF27CCF309F37CD469ACB987BC6DF08AB6E798D707423BAF53FB13688736988F994FC1EE674CF65E2574F2DC3A791F7C248478BC5014EBDA1D037BD402D1B7671079F58D40FF4472177BBB8EA24FDF18F318D87F9C79842930C61AA197EBD23B0C6D50658E3047C1A1283306AECB388B39EFC0778C3BF4031CFEC9FCC5FC0DAA7F78BF534D235C8308AF47036951AE7394F78A5F299E55FAD125FACB946899A29629B13265B44C99518ADF143A2CC8F36C49DB9F538A675F48794765BDC8D5311FFDECA228BBA53182228BAF254D92CE50A387BE064154EFCB7FFA7FFBB7FF1DFE42DC00A7E9C8A89C49B8B1D49EF2519B73F0784BFA86A7A4BF0B95DA7F011506EE93

 

 

I hope that others find this guide helpful. Feel free to add me if you play on Indomitable.

 

Edit: I have updated my build with incarnates.

Edited by modest
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7 hours ago, ParaBruce said:

Thank you! This is really handy stuff - I love the mix of data and human interpretation, including "OK, right, just when do I use this, and how?"

 

Thank you, Bruce! I'm glad that someone found this write up helpful. ✌️

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2 hours ago, Milodavis said:

This looks great! Thanks for the guide. What did you pick for Incarnates?

Thank you, Milodavis! I took the following incarnates:

 

  • Alpha: Muscular Core, Core Paragon.
  • Judgement: Pyronic, Core Final. I am tempted to swap this for a Pyronic: Core Radial for the Mag 4 stun.
  • Interface: Degenerative, Core Flawless.
  • Destiny: Clarion, Core Epiphany
  • Hybrid: Assault, Radial Embodiment.
  • Alternative Hybrid: Support, Radial Embodiment. I use this one on Strike Forces because it buffs the entire league.

 

For Lore pets, I chose Cimeroran Core Superior. However, @CR Miss recently wrote an excellent guide on how Lore pets currently perform and it has motivated me to reevaluate my decision. I plan to create a Longbow: Radial Superior, and a Banished Pantheon: Radial Superior for when I play on teams.

 

The Core Superior lieutenant pets die in ~two hits in 50+4 content or against multiple AVs, even when they are healed.

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Re:

Level 2:    Hurdle    
 (A) HamiO:Microfilament Exposure

 

What's the point of taking this extremely expensive thing instead of usual Run IO and Jump IO? These powers don't cost end, and most bonus Hami gives is 36.1%, while Jump IO will give 53.0%.

 

Also why Pyronic, not lon? There's btw: two points for taking Pyro instead of lon - if you run Tank build (Ion jump creates pseudopets, and damage dealt by it doesn't aggro adds (only primary target), We wish We discovered it early and took Pyronic for Our maintank (Rad/Rad) at first place). And there's annoying stuff that if someone hits a target with lon just 1 second before you launch yours - it may damage only one target 😿.

 

Anyway try to solo this: ArcID 13097 - 8m +4, enable bosses, enable AV. Might help you hone your Main's build.

Edited by Purrfekshawn

To keep this game safe, We have to give it to the world.

Arc ID #13097 - Archvillain Beatdown, try it out!

Arc ID #21066 - Archvillain Beatdown - Past Edition!

Letz now talk about existing Incarnate Lore Pets:

https://forums.homecomingservers.com/topic/50351-incarnate-lore-pets-look-through-fix-and-improve/

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4 hours ago, Purrfekshawn said:

Re:

Level 2:    Hurdle    
 (A) HamiO:Microfilament Exposure

 

What's the point of taking this extremely expensive thing instead of usual Run IO and Jump IO? These powers don't cost end, and most bonus Hami gives is 36.1%, while Jump IO will give 53.0%.

 

Also why Pyronic, not lon? There's btw: two points for taking Pyro instead of lon - if you run Tank build (Ion jump creates pseudopets, and damage dealt by it doesn't aggro adds (only primary target), We wish We discovered it early and took Pyronic for Our maintank (Rad/Rad) at first place). And there's annoying stuff that if someone hits a target with lon just 1 second before you launch yours - it may damage only one target 😿.

 

Anyway try to solo this: ArcID 13097 - 8m +4, enable bosses, enable AV. Might help you hone your Main's build.

Hi @Purrfekshawn, there's no functional advantage in using the Hamidon Origin Enhancements in those slots. I only use them because my coalition tends to run a LOT of Hamidon raids and I don't know what else to do with them.

 

Pyronic Judgement has a very fast 1.19 second cast time, and a large 40 foot radius. It also has an 80% chance to deal an additional fire damage over time for ~30% more damage. Ion's long 2.64 second cast time annoys me. Also, Ion only has a 20% chance to deal extra damage. It comes down to a matter of preference.

 

I will check out your AE arc, thanks!

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  • 3 weeks later

Modest, (You're so modest!)

 

Love the build with smileys.  Some people used to use this 'pick up and read' style back on the 'live' forums.  Simple.  Easy to follow.  Good man.

 

Your post inspired me to roll a Rad/Sonic (something I'd long threatened to do....) but I did so when Big Rom' on the ITF thwarted my FF/En defender when my DUO partner and myself reached a stalemate with the final AV.  We beat Requiem....but Big Rom' kept moving around.  We couldn't lay the smack down on him constantly as he kept running away.  Buck...buck...BUCKAWWW!

 

I'm at L33 and I thought I'd report in.

 

It's a revelation in a hard work sort of way.  

 

I was running x8 +1 experiments in the Hollows vs Trolls.   Backed up with inspires of course.

 

Yellow and whites are where it lives.  Or oranges if it's just one boss.

 

But I find with Defenders in general of the Dark/Rad/FF defensive variety.  Your defences are only as strong as the to hit/accuracy of the mobs you're against.  

 

Eg.  Even with putting the Radiation Infection on a Freak Boss?  He'll generally put a 'BOK!' on my head.  Stunned.  Messed.  So the fight goes belly up real quick.  As you lose the anchor to all the other mobs you annoyed with Radiation Infection.  *"You radiation us?  We kill you, man!"

 

Hospital Express.

 

However, when it works, most of the time.  It's glorious to put R' Infection down.  Rush over to a mob and stand next to them while melting them.

 

Radiation infection is glorious.  I keep the settings on +0 x1.  I've turned bosses off.  As post 30, chances are you're going to get 'boKKed' on the head.

 

Current slotting?  1 end, 2 defence debuffs and 3 - to hit.  About 48% - to hit and about -54% Defence debuff.  Something like that without checking means that whites and yellows are in deep, deep trouble if I cosy up to them.

 

I then put down the dam debuff.  Enervating Field for the resists as well.  Keeps any shots that get through to a minimum.  Revelatory as well.

 

But boy, I'd have to disagree that either are 'quick' acting.  They are achingly slow to activate.  Could both do with a chunk of time trimming off.  (If we thought the snipe took ages to activate....)  Especially when a scrapper has your mob dead before you can activate it.  That's how slow it is.  

 

Choking cloud.  I like it.  Every time it hits?  You don't get hit.  So it's soft armour.  Plus I think it's funny.  I melt them whilst choking.  It takes care of the trash white cons whilst you take down the lieu' or boss.  Tested it extensively in Steel and Bricks.  I like this.  'I'm going to attack you...uh...UH...can't....breath....must....'  Meanwhile, I'm melting him.  Take that Mr. Crey.  On live.  I couldn't see the fuss of this power.  I agreed it was lame.  But now, every layer of soft armour that stop you getting hit?  Fine by me.  It does however, have a .65 end problem.  I shovelled x3 end red IOs in this.  And it's still about .39 end or something.

 

Coupled with Enervating Field?  You have some heavy end anchors on your recovery.  And achingly slow in battle.  I find it best to place them from a discreet distance away.  But if you get messed in the middle of a mob?  PANIC!  (Come on, come on...why are you so slow recharging....and no....no...so slow activating....oh...I'm dead....)

 

So my strategy is to boost damage through Assault.  But double end the attacks.  (I even had Shout x3 end red.  But have dropped back to x2.)  I had the 1 Damage SO but double end red in attacks because the end would cascade down and the toggles would anchor the recovery from going up swift.  1 end red on toggles.  Nope.  Not in my book.  As a defender, you can't hit as hard as blaster so you have to use your attack chain again which drains more end.  So my idea is to double end the attacks and floor the amount going out.  That said.  You reach a point where you're not doing enough damage and have to use your  attack chain again....and slowly your end bar will go down.  I'm now x2 Damage and x2 End red.  And I've got that nice balance of the end bar resisting going down and the damage 'fair' for 2 or 3 shooting whites and yellow mobs.

 

Shout is a nice big hitter with AIM.  I like AIM because it is burst damage.  And I find there are times in pitched battles where it provides the relief in battle.  Like a moment of inspiration or a power stunt.

 

EM Pulse.  Used it.  I took it.  But...losing your recovery for 22 seconds is that last thing I need.  Guess it needs 1 acc (or two....), 1 hold, 1 mod, 1 recharge.  I haven't slotted for that yet as my slots needed to go into two slotting dam in my attacks so I don't have to repeat teh end chain because damage is modest.

 

I was finding up to L32?  My end was emptying to zero after activating toggles and an attack chain or so.  Very end heavy on toggles and even though the end cost on sonic is light enough it's what cascades an end bar down.  My solution is a minimum of 2nd end reds on defences and attacks.

 

One thing I didn't notice on your build (clearly end isn't an issue for you?) is Victory Rush.  This is what I use keep end flying high.  But it has a non boost 5 min standard recharge.  But when it works?  Great power.  I also use AM and Hasten in lock step to keep the recharge time for that 'press' at a minimum.  When AM and Victory Rush are in lock step?  No end issues.  But that doesn't last forever.  Even with my measures if I'm too enthusiastic with my attack chain?  I can suddenly find I have no end and I suspect that Hasten end drop is the culprit.  (Hey, where did my end just go?)

 

Sonic as a blast set?  -res.  What's not to like.  Radiation butter...  Sonic the knife!!!!

 

I love the one two punch of tier 1 and tier 2.  They do great bang for buck damage.  With Shout as the big hitter.  Shriek is respectable damage over time.  It can take bite sized chunks off a white mob.  It's fast recharging too and low end cost.  I find if I used that and tier two my end bar doesn't move.  Then I finish with Shout.  Bish.  Bash.  Bosh.

 

No snipe.  But if you AIM + SHOUT?  A decent punch there on yellows or whites.  And it can hurt an orange. 🙂  It takes a chunk of end....I had it x3 end.  But I've dropped back to 2, for now so I don't have to repeat attacks costing more end.  It's a balance of dam vs end for me.  I like continuous up time.  I like to have builds that live in the 3/4s end bar rather than the last 1/4 end bar.

 

Sleep.  The siren.  A difference of opinion here, Jeffery. 😉

 

It needs x2 acc to be fair.  And yes.  A range booster (it's a little short....) and its a much better power right there.  Just three slotted as an emergency power.  Or to up front sleep a mob then put down your anchors with safety.  And any sleep is a good power to me.  Its a good 'oh no...my toggles are down, I have been mezzed!' power.  Oh bleep!  2 acc.  2 end.  1 sleep.  1 recharge.  You have a sleep for half a minute.  That's a great power right there.  Any mob in bricks?  You just take your time..., 'Which one should I melt 1st?  Let me see....'  Sure, they're real angry when they wake up, though...

 

I wasn't that impressed with the Sonic Nova on Live.  However.  With Radiation behind it.  I'm looking forward to revisiting it.  My new philosophy on Novas is?  You don't have to wipe everything out.  Just hurt them.  Real bad.  Leave a mob in tatters and pick off the remains.

 

Radiation Aura.  You know.  It pays you to read the power descriptions as I didn't know it boosted your end and recovery for 120 seconds. Du-OH.  Silly me.  It's a modest heal.  But I only have it 1 x SO for heal.  It's better than when I had a training origin in there. 😄  I 'll just it more now I know about the end buffing.  Along with AM and Vic Rush....less end issues?

 

As for build.  This is an SO build.  I'll revisit your advice when it comes time to fit IO sets.  My aim was to floor their to hit and their defences and Radiation infection was x6 slotted as a priority.  And the one power I haven't mentioned.

 

Lingering Radiation.  Great, great power.  It floors their movement speed.  Even ice aura on blaster isn't this good!  -100.  You can even get higher than -100!!!  😮  That's with just one x1 SO!  (I'd like to put another slow in it!)

 

It's four slotted.  1 acc, 1 slow, 1 end, 1 recharge.  But I think this has to be 6 slotted.  Maybe an extra acc (it's gotta hit folks....it puts the mob into stasis.  Floors their recharge.)  Perhaps an extra recharge on it so I can reapply to a boss.  It only lasts 30 sec.  And the Freak boss that is chasing me?  He lasts long er than 30 sec to kill.

 

I see the sense of your build in terms of putting in defence like Manoeuvres (but I respecced out of it at this time...) but burst damage, at this time, is more important to me.  I left out the two res powers.... (two, really?) and went for Assault and Accuracy with Victory Rush.  

 

To put the Fighting pool in there, Combat jumping, you know, the usual stuff to hack saw a build into a defence build.  *Shrugs.  I see the point of that.  But I don't like hacking builds.  I generally like taking most of the powers (rare, in this instance, that I've left out two powers....but I don't plan on doing much rrez and the powers just sit there unused....)  Defence is always useful and will stack with the utility of the anchors and the slows.  I know the value of defence on my FF/Energy build.

 

I'll revise that aspect of the build when it's time to Set build around L45.

 

Ty for the thread.  It inspired me to roll the 'AV' killer.  How many times do we see teams of 8 take on AVs without a Rad/Rad and the fight takes ages..?

 

Golden Azrael.

 

PS.  Of course I'm taking Screech at L35. 😄

 

 

 

 

 

 

 

 

 

 

 

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6 hours ago, Golden Azrael said:

Modest, (You're so modest!)

 

I'll revise that aspect of the build when it's time to Set build around L45.

 

Ty for the thread.  It inspired me to roll the 'AV' killer.  How many times do we see teams of 8 take on AVs without a Rad/Rad and the fight takes ages..?

 

Golden Azrael.

 

PS.  Of course I'm taking Screech at L35. 😄

 

Hi @Golden Azrael,

 

I'm glad that you're enjoying your Rad/Sonic defender! I recommend that you take powers that you enjoy using and drop ones that you don't. Don't take my build as the only way to build a Rad/Sonic defender. As long as you have the core debuffs and Accelerate Metabolism, you will be useful in end-game content.

 

The build completely changes when you reach 50 and have slotted all of your IOs. You'll suddenly have capped range defense, capped resists, resists to status effects, and no endurance problems whatsoever. At 50, your build becomes capable of soloing without worrying about much of anything.

 

Enervating Field should be a relatively quick 0.73 second cast time. Lingering Radiation should also be quick to cast. The animations may make it seem as if the debuffs haven't spread to the entire group of enemies, but they spread as soon as the debuff hits the anchor enemy.

 

Shout does decent damage under 50, but post-50 it actually slows you down. You can fire off two of your other attacks in the same time as Shout.

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The build completely changes when you reach 50 and have slotted all of your IOs. You'll suddenly have capped range defense, capped resists, resists to status effects, and no endurance problems whatsoever. At 50, your build becomes capable of soloing without worrying about much of anything.

Hello Modest, 

 

Ty for your reply.  Advice noted. 🙂  I tend to take 'all' the powers of 1st and 2nd sets.  Because there are lots of sets and alts I never tried on Live.  And my vow if the game came back (YAY!) I would try out sets that I never got the chance to play.  Rad/Sonic combo AV killer being one of them!  Having tried them out as 'they are' I will potentially respect and customise the alt and see if any powers are red herrings.  Or powers I don't use 'that much.'  Sometimes that editorial evaluation can take 50 levels.  

 

In Short, this seems like it will be fun, customisable and something with great potential.  Taking on Trolls in the Hollows showed me that.  Even/Yellow cons in Bricks are no trouble whatsoever.  And If I just focus on a boss manno on Manno I take him down to the mat.    The idea of soloing anything at L50 is appealing.  I wondered why their was a discreet amount of Radiation defenders at L50 wandering around.  I didn't 'get it' on live when I rolled a Rad/Rad defender.  (Thought the attacks where weak....)  Now?  I get it.  Boy do I get it.  This is just the beginning.

 

Capped range def', capped res', res' to status effects and no end problems?  Where do I sign up?  Oh.  I already have. 😉

 

I like the animations of the anchors.  But maybe you're right.  Maybe the animation just lags the 'instant' effect.  It gives the impression of being sloooow when you put down Lingering, Rad' infection and Enervating....successively.

 

I see I have much to look forward to at L50.  Is this regarding your build?  Or the 'any' set IO build based upon the key anchors?  If it's anything like my FF/En build I have a lot to look forward to.  I'll take set IO tips from your build.  Ie.  Which sets produce the best bang for buck in key buffs and attacks.

 

What epic set would you suggest to go with it?  Epic Dark?  Patron?  

 

Regards,

 

Golden Azrael.

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3 hours ago, BurningDezireA said:

Modest, love your guide! Any chance for tips on soloing AVs and GMs? Things such as power chain to cycle and such?

Sure! This really varies depending on the AV that you're facing. AVs that rely heavily on mez, cc, etc. will fight differently than AVs that focus on straight damage.

 

In general, I open by using Radiation Infection, Lingering Radiation, and Enervating Field. If the AV is a straight damage dealer, then I start an attack chain with Shriek --> Screech--> Scream. Stay at range when you fight. This involves jumping away from the AV and fighting at range. Kiting takes some practice, and if you have trouble with it then I would switch from the Soul Mastery epic to the Leviathan Mastery Epic and take School of Sharks and Shark Skin. School of Sharks slotted with Trap of the Hunter will hold AVs in place while you stay at range.

 

Once the fight has started, then it's just a matter of ensuring that your buffs and debuffs stay up:

  • Use Amplify every time it recharges.
  • Use Accelerate Metabolism every time it recharges (it should be permanent).
  • Use Lingering Radiation on the AV every time it recharges. This is the most important step, because the AV will outheal your damage if you don't keep it permanent or close to permanent.

If the AV uses a mez or cc on you, immediately use Clarion. Unfortunately, your toggles will have been removed from the AV so you'll have to reapply them. If the AV debuffs your defense, use your Hybrid: Support. This also boosts your damage very slightly.

 

Keep in mind that a Rad/Sonic fight is never going to be fast. Fights are slow but relatively safe. You'll chip away at the AV over the course of ~5 minutes until it dies. The AV will spend most of the time running towards you, or away from you, while you cycle through your attack chain. It's important to keep the chain flowing because the -res debuffs stack.

 

If you're fighting two AVs at the same time, then I recommend focusing on a single AV using the strategy above. Always stay moving and keep your distance from the AVs. School of Sharks is helpful here too because it will usually immobilize both AVs if you can line the cone up properly.

 

Good luck!

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