| |

| Freedom |
UP |
| Justice |
UP |
| Pinnacle |
UP |
| Virtue |
UP |
| Liberty |
UP |
| Guardian |
UP |
| Infinity |
UP |
| Protector |
UP |
| Victory |
UP |
| Champion |
UP |
| Triumph |
UP |
| Freedom |
DOWN |
| Justice |
DOWN |
| Pinnacle |
DOWN |
| Virtue |
DOWN |
| Liberty |
DOWN |
| Guardian |
DOWN |
| Infinity |
DOWN |
| Protector |
DOWN |
| Victory |
DOWN |
| Champion |
DOWN |
| Triumph |
DOWN |
| Training Room |
DOWN |
Last Updated: 2010-09-06 03:00:02 UTC
|
| |
|
|
Rad/Rad: A Twink's Guide 3.0 (I7) |
|
Written by DodgerTA
|
Welcome to the All-Updated (practically all-new) Rad/Rad Defender guide
for I7. Most of the numbers included in this guide have come from the
new Prima guide update; I have modified the numbers included in that
guide for Corrupters based on extrapolating them mathematically to
their baselines and applying Defender modifiers. All the build advice
and play advice is geared toward Defenders; so Corrupters who choose to
take any of it, YMMV.
The reference for relative numbers here is the Power Data Standardization
thread, which has charts for damage/heals/etc for all AT's. Any number
marked as a "Scalar ... Value" means a lookup on that chart for your
appropriate level/AT to see what you'd get out of the power.
___________________________________
PART I - RADIATION EMISSION
___________________________________
The powers in the radiation emission primary are diverse and
powerful. There are a few disadvantages, but all in all it is probably
the most versatile of the defender sets.
___________________________________
Radiant Aura
A solid AoE heal, RA heals for ~13.2% of your HP in
a 20-25ft AoE
centered around the caster. Even if you don't want to be known as a
healer, I recommend you take, and slot, this power. It will help you
personally a lot in later levels.
Endurance Cost: 13
Base Heal at 50: 133.86
Duration: Instantaneous
Recharge Timer:8s
Radius: 25'
Activation Time: 3s
Scalar Healing Value: 1.0
- Heals based on Table Lookup:
Defenders: 133.4 at lvl 50
Recommended Slotting: 3 or Heal, 1 EndRdx
___________________________________
Radiation
Infection
The single most important power in the radiation
line. Provides a
31.2% base debuff to enemy accuracy and defense. NOTE: With this build,
slot ToHit Debuffs rather than Defense Debuffs. You WILL NOT NEED to
enhance its defense debuff but if you have Hami-O's you'll notice an
improvement in accuracy.
Endurance Cost:
.3 Endo/sec
Base Effect: 31.25% Acc and Def debuff (Subtracts 31.2 from
enemy base to-hit and defense numbers)
Duration: Toggle
Recharge Timer:8s
Radius: 15'
Range: 70'
Activation Time: 3.1s
Recommended Slotting: 3 ToHit Debuff, 1 EndRdx or 3 Hami-O
(ToHit and Defense DeBuffs and Endurance)
___________________________________
Accelerate
Metabolism
The single most eclectic buff in the game, this is
a must-have gem.
It provides: a 30% increase to endo recovery, a 30% reduction in
recharge times, a 173% reduction in status duration (status effects on
you last about 1/2 as long), and a 25% damage buff as well as
increasing Run and Flight speed by 30%. Three recharge slots will give
a short downtime but allow additional endo recovery.
Endurance Cost: 24
Duration: 2m
Recharge Modifier: .3
Base Endo Rech: .501 endo/sec
Recharge Timer: 422s
Radius: 25'
Activation Time: 2s
Recommended Slotting: 3 Rchg, 3 EndRec
___________________________________42.49 > 55.25
Enervating Field
This is the '2' in your 1-2 debuff combo.
Enervating field provides
a ~35% base debuff to enemy damage and a 42% base debuff to enemy
damage resistance. Interestingly enough, this damage reduction works
out to the same amount of resist Tough will give you, only since it's
damage debuff and not resist, will work against all damage types. The
resistance debuff increases your own damage output (and that of anybody
hitting any of the affected targets) increasing your total damage
output by 37.5%, even if your damage is already 'capped'.
Endurance Cost:
.5 Endo/sec
Base Damage Reduction at 50: 25%
Base Damage Increase at 50: 30%
Duration: Toggle
Recharge Timer: 8s
Radius: 15'
Range: 70'
Activation Time: 1.5s
Recommended Slotting: 3EndRdx
___________________________________
Mutation
An excellent combat resurrection, Mutation raises
the target hero
with full HP and Endo and provides the following benefits for one
minute: A 1.0 recharge reduction (cutting any power not slotted for
recharge's timer in half), a 100% increase in endo recovery, and a 50%
increase in damage, as well as a 37.5% accuracy buff.
After the initial 90s super-buff period, there is a 45s
period
where there is a 50% damage reduction and a 37.5% accuracy debuff.
After this period, the player is returned to normal.
Endurance Cost: 26
Damage Buff: +50%
Recharge Buff Modifier: 1.0
Base Endo Rech: 3.34 end/sec
Duration: 90s
Recharge Timer: 180s
Activation Time: 3.2s
Recommended Slotting: 1 Rech
___________________________________
Lingering
Radiation
This buff provides a base 75% reduction in enemy
movement speed and
50% reduction to attack rate. Slow enhancers can be slotted, but only
modify the movement speed debuff. It also applies a 50% reduction to
critter regen, or 90% regen reduction to other players in PVP.
Endurance Cost: 15.6
Duration: 30s
Recharge Timer: 90s
Radius: 25'
Range: 80'
Activation Time: 1.5s
Recommended Slotting: 1 Acc, 3 RechRdx, 1 EndRdx
___________________________________
Choking Cloud
This power has a 50% chance to hold any enemy in
its area of effect
for five seconds at Mag 2, and 80% chance to hold at Mag 1. Every five
seconds it rolls a new to-hit roll on every enemy. Hold Duration
enhancements will allow most mobs to be perma-held with this power,
although there will always be enemies missed occasionally.
Endurance Cost:
4.2 every 5 seconds
Base Hold at 50: 6.2s seconds
Base Hold Mag: 2 (50%), 1 (80%)
Duration: Toggle
Recharge Timer: 90s
Radius: 15'
Activation Time: 2s
Recommended Slotting: 3 Hold, 3 EndRdx or 3 Hami-O
(acc/hold), 3 EndRdx
___________________________________
Fallout
This power uses a friend's corpse as a bomb with a
small radius of
effect. The animation looks much like Mutation. The damage is excellent
and is available once every five minutes. This does damage comparable
to an alpha-strike power (nova, atomic blast, etc) but can ONLY be
targeted on a fallen teammate. It also does a cornucopia of other
things now, including: 37.5% To-Hit buff for 30s, 37.5% Defense DeBuff
for 30s, 50% DamRes debuff for 30s. In PvP, this is all irresistible
debuff.
Endurance Cost: 20.8
Duration: Instantaneous
Recharge Timer: 300s
Range: 60'
Activation Time: 3.2s
Damage Scalar Value: 6.74
energy
Recommended Slotting: Not recommended, however, anything less
than 1 Acc 3 Dam is a waste IF you decide you want this power.
___________________________________
EM Pulse
A very solid, HUGE AoE hold. This power holds most
mobs it its for
a base of 45s. It is a magnitude 2 hold (will hold lts) and has a 50%
chance of adding another magnitude 1 hold (for Mag 3, allowing it to
hold bosses). Using it turns off your endo recovery for a while, so be
careful with it. It also drains 62.5 points of endurance to critters,
and 20 from players in PvP. In PvP, the hold's duration is lessened to
15.9s base.
Endurance Cost: 30
Duration: 23.84 base
Recharge Timer: 5m
Radius: 60'
Activation Time: 2s
Damage Scalar Value: 1.64
energy
Recommended Slotting: Not Recommended, but if taken, 3 Rech,
3 Hold
___________________________________
___________________________________
PART II - RADIATION BLAST
___________________________________
The Radiation Blast secondary is likewise one of the most
versatile
for Defenders. It has excellent capacity for single-target AND AoE
damage, as well as a built-in defense debuff and (in most powers) an
innate accuracy bonus. I personally do not slot accuracy because I
never need it, and we'll see why in a moment. Defense debuff numbers
are best-guess since accuracy is so hard to measure adequately.
___________________________________
Neutrino Bolt
A very fast, low damage power, a bolt from the
hand. Its DPS is
fairly impressive alone because of the quick recharge, but even with
its quick casting time, it will lower the DPS in an attack chain more
than any other attack. It has a built-in 12.5% defense debuff which
lasts 3 seconds.
Endurance Cost:
3.1
Duration: Instantaneous
Recharge Timer: 1.5s
Range: 80'
Activation Time: 1s
Damage Scalar Value: .6 energy
Recommended Slotting: 1 Acc, 3 dam, 1 Rng, 1 EndRdx
___________________________________
X-Ray Beam
Lasers from the eyes! A decent damage power that
can and will help
you in the low levels. It has a good range as well as an innate to-hit
bonus (+10% - 85% base to-hit) and a built-in 25% defense debuff which
lasts for 6 seconds.
Endurance Cost:
5.2
Duration: Instantaneous
Recharge Timer: 4s
Range: 80'
Activation Time: 1.7s
Damage Scalar Value: 1.0
Recommended Slotting: 3 Dam
___________________________________
Irradiate
The bread-and-butter of the AoE build, Irradiate is
a small
self-centered explosion of radiation which does approximately X-Ray
Beam damage in a Point Blank AoE radius (About 20 feet), and couples it
with a 10% innate accuracy bonus (85% base acc) and a 37.5% defense
debuff which lasts 10 seconds. With Radiation Infection and Irradiate,
enemy defense is lowered so much you'll rarely miss even unslotted for
accuracy. A very fast activation time (~1s) makes this power even
better.
Endurance Cost:
18.5
Duration: 4.6s
Recharge Timer: 20s
Radius: 20'
Activation Time: 1s
Damage Scalar Value: 1.0 (10
ticks of .1)
Recommended Slotting: 3 Dam, 2 Rech, 1 EndRdx or 3 Hami-O
Acc/Dam, 2 Rech, 1 EndRdx
___________________________________
Electron Haze
A billowing green cloud that deals very decent
damage, EH is a cone
attack with knockback. The knockback is unreliable (5-10% chance). It
does better damage than your other 2 AoE attacks, but is slow to
activate (2.5-3 seconds of animation lock) making its cone nature
harder to use. It carries a 10% innate accuracy bonus and a 25% defense
debuff which lasts for 8 seconds. 25% chance for knockback of 8' vs
critters.
Endurance Cost:
15.2
Duration: Instantaneous
Recharge Timer: 16s
Radius: 40'
Range: 40'
Arc: 30 degrees
Activation Time: 2.3s
Damage Scalar Value: 1.35
Recommended Slotting: 1 acc, 3Dam, 1 rech, 1 EndRdx
___________________________________
Proton Volley
The niftiest sound in CoH. This power fires four
large green balls
of radiation toward your target for superior damage. It has a 20% base
accuracy bonus and a built in 10% defense debuff which lasts for 5
seconds. Slotted with 1 interrupt reducer, the interrupt time is ~1
second, after which you can move around freely and the attack will
still go off as long as you have a Line of Sight to your target when it
completes.
Endurance Cost:
14.4
Duration: Instantaneous
Recharge Timer: 12s
Range: 150'
Activation Time: 1.33s
Interrupt Time: 3s
Damage Scalar Value: 2.8 (.7
* 4)
Recommended Slotting: 3 Dam, 1 InterruptRdx, 1 EndRdx
___________________________________
Aim
This provides a large accuracy and damage (50%)
bonus for ten
seconds. This is a must-have, it gives you the ability to land
Irradiate on just about anything, and increases the damage of the first
2 attacks after that you use (Or any attacks you can cram into 10
seconds) and has great synergy with Choking Cloud.
Endurance Cost: 5
Duration: 10s
Recharge Timer: 90s
Activation Time: 1.2s
Recommended Slotting: 3 Rech
___________________________________
Cosmic Burst
Lime Cream Puff of Doom! This power is high damage
and a Mag 2 foe
disorient. With a single disorient enhancement and Hasten/AM a +3 boss
can be just about perma-stunned. You may consider sparing a slot in
this power for accuracy if you rely on it to stun things for you all
the time. It has no innate accuracy bonus, but provides an innate
defense debuff of 37.5% for 12 seconds.
Endurance Cost:
10.4
Duration: 11.92s (stun) (7.94 in PVP)
Recharge Timer: 10s
Range: 20'
Activation Time: 2s
Damage Scalar Value: 2.12
Recommended Slotting: 1 Acc, 3 Dam, 1 Range, 2 Rech or Hami-O
1 (dam/acc), 2 (dam/mez), 1(dam/rng), 2 Rech
___________________________________
Neutron Bomb
You make a giant ball of radiation and launch it
like a catapult in
a high arc towards your foe. It splatters on the ground and explodes in
a big mushroom cloud. Fun to watch. This is your ranged targeted AoE
attack. This does slightly less damage than Irradiate, but has a faster
recharge and, as stated, range. It has an innate ToHit bonus of 10%
(85% base ToHit with this power) and provides 25% defense debuff for 16
seconds.
Endurance Cost:
15.2
Duration: Instantaneous
Recharge Timer: 16s
Range: 80'
Radius: 15'
Activation Time: 1.7s
Damage Scalar Value: .9
Recommended Slotting: 3 Dam, 1 EndRdx, 2 Rech OR Hami-O 1
(acc/dam), 2 (dam/rng), 1 EndRdx, 2 Rech
___________________________________
Atomic Blast
A very situational power. While it does extreme
damage (enough to
kill many +2's or even +4's in some cases with Enervating Field), it's
rare that you'll need this unless you're running out of endo - you'll
often do nearly as much damage with a couple rounds of Irradiate +
Neutron Bomb, and Atomic Blast WILL drop your toggles and leave you
with no Endo and very little endo recovery. On the upside, most things
that weren't killed by it will be held for a few seconds, giving you
time to either pop a CaB and drop Irradiate/Neutron Bomb or run away.
It has an innate accuracy bonus of 30% (Base To-Hit of 105%) and a
defense debuff of 50% that lasts 20 seconds.
Endurance Cost: 24
Duration: 14.9s (hold) (9.93s in PVP)
Recharge Timer: 360s
Radius: 25'
Activation Time: 3s
Damage Scalar Value: 1.0
smashings + 2.0
fire + 50%
chance of 2.0 fire
Recommended Slotting: 3 dam, 3 Rech
___________________________________
___________________________________
PART III: BUILDING THE BUILD:
___________________________________
This is not just a guide for my build. I'm providing three
different builds here: 1 up to 29, a Respec build from 30 to 39, and a
Respec build for 40+. After a lot of fussing around, the first two are
essentially the same as my ones from the last guide's, but updated for
ED.
___________________________________
From 1 to 29: It's hard to get all the powers you want,
because all
the great rad powers are stuffed in the beginning. However, play it
something like this:
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Level:
30
Archetype:
Defender
Primary:
Radiation Emission
Secondary:
Radiation Blast
---------------------------------------------
01)
--> Radiation InfectionTo Hit DeBuff(1)To Hit DeBuff(3)To Hit DeBuff(3)End Reduction(5) 01)
--> Neutrino BoltDamage(1)Damage(5)Damage(7)Range Increase(19) 02)
--> Accelerate MetabolismRecharge Reduction(2)Recharge Reduction(9)Recharge Reduction(9) 04)
--> IrradiateDamage(4)Damage(7)Damage(11)Recharge Reduction(15)Recharge Reduction(15) 06)
--> Enervating FieldEnd Reduction(6)End Reduction(11)End Reduction(19) 08)
--> Radiant AuraHealing(8)Healing(17)End Reduction(17)Healing(27) 10)
--> AssaultEnd Reduction(10) 12)
--> HastenRecharge Reduction(12)Recharge Reduction(13)Recharge Reduction(13) 14)
--> Super SpeedRun Speed(14) 16)
--> SwiftRun Speed(16) 18)
--> HealthHealing(18) 20)
--> StaminaEndurance Modification(20)Endurance Modification(21)Endurance Modification(21) 22)
--> Proton VolleyDamage(22)Damage(23)Damage(23)Interrupt Reduction(25) 24)
--> AimRecharge Reduction(24)Recharge Reduction(25)Recharge Reduction(27) 26)
--> Combat JumpingJump(26) 28)
--> Cosmic BurstDamage(28)Damage(29)Damage(29) ---------------------------------------------
01)
--> SprintEmpty Enhancement(1) 01)
--> BrawlEmpty Enhancement(1) 01)
--> VigilanceEmpty Enhancement(1) 02)
--> RestEmpty Enhancement(2) ---------------------------------------------
This should serve you more-or-less well
in the early game when
slots are at a huge premium. You can do damage enough to solo your
missions, safely enough to avoid debt most of the time, and have lots
of team utility.
From 30 to 40: You're beginning to get some slots,
but still not enough for all the wonderful powers you'll get.
Respec at 30 into something like this and build it
to 40... you're
starting to see your build emerge. Order of slots aren't important for
a respec build because you don't lose slots when exemplaring down, only
powers. Often the build is limited by how much endo it has; this will
help conserve lots and keep you on your game.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Level:
41
Archetype:
Defender
Primary:
Radiation Emission
Secondary:
Radiation Blast
---------------------------------------------
01)
--> Radiation Infection==> TH_DeBuf(1)
TH_DeBuf(3)
TH_DeBuf(3)
EndRdx(5)
01) --> Neutrino Bolt==> Dmg(1)
Dmg(5)
Dmg(7)
EndRdx(7)
Range(39)
02) --> Accelerate Metabolism==> Rechg(2)
Rechg(9)
Rechg(9)
EndMod(11)
EndMod(11)
EndMod(13)
04) --> Irradiate==> Dmg(4)
Dmg(13)
Dmg(15)
EndRdx(15)
Rechg(17)
Rechg(17)
06) --> Enervating Field==> EndRdx(6)
EndRdx(31)
EndRdx(40)
08) --> Radiant Aura==> Heal(8)
Heal(27)
Heal(34)
EndRdx(37)
10) --> Hasten==> Rechg(10)
Rechg(19)
Rechg(19)
12) --> Swift==> Run(12)
Run(40)
Run(40)
14) --> Super Speed==> EndRdx(14)
16) --> Proton Volley==> Dmg(16)
Dmg(21)
Dmg(21)
IntRdx(23)
18) --> Health==> Heal(18)
Heal(39)
Heal(39)
20) --> Stamina==> EndMod(20)
EndMod(23)
EndMod(25)
22) --> Aim==> Rechg(22)
Rechg(25)
Rechg(27)
24) --> Combat Jumping==> Jump(24)
26) --> Stealth==> EndRdx(26)
28) --> Cosmic Burst==> Dmg(28)
Dmg(29)
Dmg(29)
Rechg(33)
DisDur(34)
Acc(34)
30) --> Lingering Radiation==> Acc(30)
Rechg(31)
Rechg(31)
Rechg(33)
EndRdx(33)
32) --> Super Jump==> Jump(32)
35) --> Neutron Bomb==> Dmg(35)
Dmg(36)
Dmg(36)
Rechg(36)
Rechg(37)
EndRdx(37)
38) --> Acrobatics==> EndRdx(38)
---------------------------------------------
01)
--> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
That'll get you used to tactics later on. At 40, of course
you
figure out what you want to do for Ancillary Pools. Also, at 45 start
collecting Hami-O's. They add a GREAT deal of flexibility to the build,
letting you move slots around more freely.
___________________________________
___________________________________
PART IV: THE GOAL BUILD
___________________________________
I chose Dark Mastery (after switching to Psi for I6 I'm back
to Dark for I7), so my final build looks something like this:
___________________________________
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Level:
50
Archetype:
Defender
Primary:
Radiation Emission
Secondary:
Radiation Blast
---------------------------------------------
01)
--> Radiation Infection==> EnzymExp(1)
EnzymExp(3)
EnzymExp(3)
01) --> Neutrino Bolt==> LysosExp(1)
CentiExp(5)
CentiExp(5)
NucleExp(7)
Range(7)
EndRdx(9)
02) --> Accelerate Metabolism==> Rechg(2)
Rechg(9)
Rechg(11)
EndMod(11)
EndMod(13)
EndMod(13)
04) --> Irradiate==> NucleExp(4)
Dmg(15)
Dmg(15)
EndRdx(17)
Rechg(17)
Rechg(19)
06) --> Enervating Field==> EndRdx(6)
EndRdx(19)
EndRdx(21)
08) --> Radiant Aura==> Heal(8)
Heal(21)
Heal(23)
EndRdx(23)
10) --> Hasten==> Rechg(10)
Rechg(25)
Rechg(25)
12) --> Lingering Radiation==> Acc(12)
Rechg(27)
Rechg(27)
Rechg(29)
EndRdx(29)
14) --> Super Speed==> Run(14)
16) --> Swift==> Run(16)
18) --> Health==> Heal(18)
Heal(31)
Heal(31)
20) --> Stamina==> EndMod(20)
EndMod(31)
EndMod(33)
22) --> Aim==> Rechg(22)
Rechg(33)
Rechg(33)
24) --> Choking Cloud==> EndopExp(24)
EndopExp(34)
Hold(34)
EndRdx(34)
EndRdx(36)
EndRdx(36)
26) --> Combat Jumping==> DefBuf(26)
28) --> Cosmic Burst==> NucleExp(28)
PeroxExp(36)
PeroxExp(37)
CentiExp(37)
Rechg(37)
Rechg(39)
30) --> Super Jump==> Jump(30)
Jump(39)
Jump(39)
32) --> Acrobatics==> EndRdx(32)
35) --> Neutron Bomb==> NucleExp(35)
CentiExp(40)
CentiExp(40)
EndRdx(40)
Rechg(42)
Rechg(42)
38) --> Stealth==> DefBuf(38)
DefBuf(42)
DefBuf(43)
41) --> Dark Consumption==> NucleExp(41)
EndMod(43)
EndMod(43)
Rechg(45)
Rechg(45)
Rechg(45)
44) --> Dark Embrace==> DmgRes(44)
DmgRes(46)
DmgRes(46)
EndRdx(46)
EndRdx(48)
47) --> Soul Drain==> Dmg(47)
Dmg(48)
Dmg(48)
Rechg(50)
Rechg(50)
Rechg(50)
49) --> Mutation==> Rechg(49)
---------------------------------------------
01)
--> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
___________________________________
___________________________________
PART V: PLAYING THE BUILD
___________________________________
You'll be using most of the same tactics from lvl 1 onward.
Open the battle with Radiation Infection, and Enervating Field. ___________________________________
You'll take less damage less often this way. Although it will
be
greatly more effective at lvl 22 than at lvl 1, it's a tactic that will
serve you well in the beginning. You will get hit about as much and for
as much damage as any tanker at the low levels, but can heal yourself
as regularly as you like.
After you get used to that, you'll learn to use
terrain to group up
your enemies, clearing line of sight, and drawing aggro onto your
terms. The key here is tight groups of enemies; any outside your debuff
cloud will be doing their full unmitigated damage to you. This is
unacceptable. Think about this:
A minion will hit you about half of the time. If he
does 100 damage
a shot, that's 50 damage a round on average. If he has nine buddies,
that's 500 damage a round on average.
Your maxed-out RI + EF + LR combo can reduce that
damage a lot. Pop
LR's on them and their attack rate goes down to 1/2. That means 200
damage every 8 shots instead of 2 - 125 damage per round average.
Then your maxed-out defenses will take that 125
damage and reduce
it. Because instead of hitting half the time, they'll hit 1 in 20. 100
damage a shot becomes 100 damage in 20, per attack. And since they only
attack once in 2 rounds (because of LR) it's really 100 damage every 40
attacks.
Then EF reduces that damage by 25%. 100 damage
becomes 75 damage per 40 rounds.
You've reduced 500 damage a round from ten
opponents to a mere 16 damage per round.
As long as you can keep them clumped together. If
you can't, well, you're just as squishy as the rest of the squishies.
After you reach the goal build (lvl 48+) you will toss up RI
and
EF, waltz into a mob with Choking Cloud running, then hit Aim + Soul
Drain and then cycle Irradiate and Neutron Bomb till all Lt's and lower
are dead. Then you'll switch to Cosmic Burst for finishing off the
bosses. Use Irradiate + Neutrino Bolt while Cosmic Burst recharges. If
a debuff is being generated by a boss (like a Death Mage's Darkest
Night), it'll go away when you hit them with the 2nd Cosmic Burst.
___________________________________
___________________________________
PART VI: TIPS AND TRICKS
___________________________________
Your toggle debuffs are a constant tick, which will interrupt
all
interruptible attacks all the way from embalmed cadavers exploding and
mortificators rezzing baddies up to Sky raiders laying forcefield
generators and crey medics healing.
If you put target something and move behind
something you could
jump over to gain line-of-sight, you can cue RI, jump, and when you
land, RI will go up but will sometimes draw no aggro. Then you and your
buddies can enter the area safely under stealth.
When teaming, always anchor your debuffs on
Lieutenants or,
preferably, Snipers (who will never run away) if engaged near them.
Single target guys (like most scrappers and some blasters) will almost
always kill bosses first. Likewise, AoE guys (most blasters and some
scrappers) will kill the minions first. Lt's are usually the last to
die. You will appreciate the results of training your regular groups to
do this when you get to fighting Nemesis soldiers, whose Lt's give out
Vengeance when they die.
Always make sure AM is up before a fight. Having
Perma-AM (well, it
isn't perma anymore, but I mean just auto-casting it whenever it's up)
isn't always the wisest choice because sometimes you will need to
recast it at crucial points during a battle, often depleting yourself
of endo as AM and HAsten wear off at the same time and you need to have
endo left over to recast AM. Running out of endo will often be lethal
for you, so I recommend you don't put up AM unless you're about to run
into battle. Knowing you'll have it for the full two minutes from the
beginning of every fight is priceless.
I'm looking forward to seeing comments and
suggestions.
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PART VII: APPENDIX: USEFUL SUPPELEMENTARY INFORMATION
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Defender Unslotted Brawl Damage at 50: 11
Defender Brawl Index Scale Damage at 50: 13.0077
Power To-Hit
Formula: %ToHit = BOUND(Accuracy Mod (enhs) * BOUND(BaseToHit +
ToHitBuffs - ToHitDebuffs - Defense))
This means that your chance to be hit by an enemy is their
baseToHit plus any ToHitBuffs (like Tactics) minus any ToHitDebuffs
(like Rad Infection or Darkest Night) minus any Defense you have, times
the villain's accuracy bonus. BaseToHit can never be less than 5%, and
even if you've got enough defense to floor an enemy's BaseToHit, they
may hit more often because of accuracy buffs (ToHit is bounded as a 5%
min, but is multiplied by the 1.25 acc mod for AV's, etc, giving them a
base of 7.25% to hit when defense is maxed.)
Power Recharge
Formula: New Recharge = Old Recharge / (1 + (sum of all rech modifiers))
Common Recharge Modifiers:
Mutation: 1.0
Hasten: .7
Speed Boost: .5
Adrenaline Boost: .5
SO Rech Enh: .333
AM: .3
Quickness: .2
DO Rech Enh: .167
TO Rech Enh: .083
Endo Recharge
Formula: New Endo Recharge = (Max End / 60) + (Sum of All Rech Buffs)
Base Endo Rech: 1.67 endo/sec
Common Endo Rech Buffs:
Adrenaline Boost: 4.175(unconfirmed)
Recovery Aura: 1.67
Speed Boost: .933
Quick Recovery: .556
Stamina: .501
AM: .501
Power Endo Usage
Formula: New End Cost = Old End Cost / (1 + (sum of all end cost
discounts))
Common End Cost Discounts:
Conserve Power: .5
SO EndRdx Enh: .333
DO EndRdx Enh: .167
TO EndRdx Enh: .083
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