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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 Infection
  1. To Hit DeBuff(1)
  2. To Hit DeBuff(3)
  3. To Hit DeBuff(3)
  4. End Reduction(5)
01) --> Neutrino Bolt
  1. Damage(1)
  2. Damage(5)
  3. Damage(7)
  4. Range Increase(19)
02) --> Accelerate Metabolism
  1. Recharge Reduction(2)
  2. Recharge Reduction(9)
  3. Recharge Reduction(9)
04) --> Irradiate
  1. Damage(4)
  2. Damage(7)
  3. Damage(11)
  4. Recharge Reduction(15)
  5. Recharge Reduction(15)
06) --> Enervating Field
  1. End Reduction(6)
  2. End Reduction(11)
  3. End Reduction(19)
08) --> Radiant Aura
  1. Healing(8)
  2. Healing(17)
  3. End Reduction(17)
  4. Healing(27)
10) --> Assault
  1. End Reduction(10)
12) --> Hasten
  1. Recharge Reduction(12)
  2. Recharge Reduction(13)
  3. Recharge Reduction(13)
14) --> Super Speed
  1. Run Speed(14)
16) --> Swift
  1. Run Speed(16)
18) --> Health
  1. Healing(18)
20) --> Stamina
  1. Endurance Modification(20)
  2. Endurance Modification(21)
  3. Endurance Modification(21)
22) --> Proton Volley
  1. Damage(22)
  2. Damage(23)
  3. Damage(23)
  4. Interrupt Reduction(25)
24) --> Aim
  1. Recharge Reduction(24)
  2. Recharge Reduction(25)
  3. Recharge Reduction(27)
26) --> Combat Jumping
  1. Jump(26)
28) --> Cosmic Burst
  1. Damage(28)
  2. Damage(29)
  3. Damage(29)
---------------------------------------------
01) --> Sprint
  1. Empty Enhancement(1)
01) --> Brawl
  1. Empty Enhancement(1)
01) --> Vigilance
  1. Empty Enhancement(1)
02) --> Rest
  1. Empty 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.

_________________________________

___________________________________
PART VII: APPENDIX: USEFUL SUPPELEMENTARY INFORMATION
___________________________________



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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