Desi Nova's radiation/Electric Guide.
First off I want to let people know this is primarily a guide to Radiation blasters with a focus on Ranged damage, since I don't have much of an experience with the "blapper" style I won't cover it.
Slotting Recomendations are based on SO's/Generic IO's since there's many tactics for Slotting sets and/or Hamis.
Radiation Blast.
1. Nutrino Bolt
Offical Description: A very quick, but low damage attack. Neutrino Bolt can reduce the target's Defense. Damage: Minor, Recharge: Very Fast
Level Available: 1
Damage: 62.6
Activation: 1
Recharge: 4
End Cost: 5.2
Acc: 75
Range: 80
Effect: Single Target
Damge Types: Ranged Energy
Special: gives a 7% Defense debuff to target for 3 sec
Personal Opinion: While it is weaker of the 2 First Level powers, I still like to take this at some point because it, Like X-Ray beam is also usable when held, Stunned, Sleeping thanks to Defiance 2.0
Slotting: 2Acc, 3 Damage, 1 Defense Debuff
2. X-Ray Beam
Offical Description: You can emit a beam of X-Ray energy from your eyes, dealing moderate Energy damage. This attack can bypass some defenses and can reduce the target's Defense. Damage: Moderate, Recharge: Fast
Level Available: 1
Damage: 102.6
Activation: 1.67 Sec
Recharge: 8 Sec
End Cost: 8.53
Acc: 82.5
Range: 80 ft
Effect: Single Target
Damge Types: Ranged Energy
Special: gives a 14% Defense Debuff for 3 Sec
Personal Opinion: take this first, this has better Damage, thoush slower recharge than neutrino bolt, also thanks to Defiance 2.0, You can still use this attack while held, sleeping or stunned.
Slotting: 2 Accuracy, 3 Damage, 1 Defense Debuff or Recharge
3. Irradiate
Official Description: You can emit lethal amounts of radiation in all directions, damaging all nearby foes for a short time. Like other Radiation attacks, this power can bypass some of a target's defenses. Irradiate severely reduces the target's Defense. Damage: Moderate(DoT), Recharge: Slow
Level Available: 2
Damage: 62.6
Activation: 1.07
Recharge: 20 Sec
End Cost: 18.51
Acc: 82.5
Range: N/A
Effect: 20' PbAOE
Damge Types: AOE/Energy
Special: 21% Defense Debuff for 10 Sec
Personal Opinion: Since this is a PbAOE I really don't care for it, though it's probably not a bad idea to take this just as an "Oh Crap" enemies are too close power.
Slotting: 2 Acc, 3 Dam, 1 Def Debuff
4. Electron Haze
Offical Description: A short range conical blast of free electrons. This attack can bypass some of a target's defenses and reduce the target's Defense. It can also knock some targets down. Damage: Moderate, Recharge: Slow
Level Available: 6
Damage: 84.5
Activation: 2.37
Recharge: 16
End Cost: 15.18
Acc: 82.5
Range: 40'
Effect: 30 Degree Cone
Damge Types: AOE Energy
Special: 14% Defense debuff for 8Sec, 25% of mag 1.66 KB
Personal Opinion: it's an OK cone attack, I still suggest taking it
Slotting: 2 Accuracy, 3 Damage, 1 Range
5. Aim
Offical Description: Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. Recharge: Long
Level Available: 8
Damage: n/a
Activation: 1.17sec
Recharge: 90 Sec
End Cost: 5.2
Acc: n/a
Range: Self
Effect: Self Buff
Damge Types: n/a
Special: Gives yourself a 37.5% to Hit and a 62.5% Damage Boost for 10 Sec
Personal Opinion: Take it, it's a self buff for accuracy and defense.
Slotting: at minimum 3 Recharge, if you can spare the slots up to 3 To Hit Buff
6. Proton Volley
Offical Description: Hurls a volley of alpha particles over an extremely long range. Proton Volley can bypass some of a target's defenses and reduce the target's Defense. This is a sniper attack, and is best fired from a distance as it can be interrupted. Damage: Superior, Recharge: Slow
Level Available: 12
Damage: 175.2
Activation: 4.33
Recharge: 12
End Cost: 14.35
Acc: 90
Range: 150 ft
Effect: Single Target
Damge Types: Ranged Energy
Special: -21% Defense Debuff for 12 Sec
Personal Opinion: This is your Snipe power, Good for pulling or taking out someone you really don't want to deal with from outside of the normal Aggro Range.
Slotting: 2 Accuracy, 3 Damage, 1 Recharge
7. Cosmic Burst
Offical Description: Cosmic Burst smashes the target with cosmic particles. The attack is very short range, but the damage is devastating and can leave most targets Disoriented and with reduced Defense. Damage: Extreme, Recharge: Slow
Level Available: 18
Damage: 132.6
Activation: 2.07
Recharge: 10
End Cost: 10.4
Acc: 75
Range: 40
Effect: Single Target
Damge Types: Ranged Energy
Special: Mag 3 Stun for 7.49 Sec, -21% Defense Debuff for 12 Sec
Personal Opinion: This is your 3rd single target blast, and Like most it has a shorter range
Slotting: 2 Accuracy, 3 Damage, 1 Range
8. Neutron Bomb
Offical Description: This devastating attack lobs an explosive sphere of deadly radiation, damaging the target and all nearby foes. Neutron Bomb can bypass some of a target's defenses and reduce the target's Defense. Damage: Moderate, Recharge: Slow
Level Available: 26
Damage: 56.3
Activation: 1.67
Recharge: 16
End Cost: 15.18
Acc: 82.5
Range: 80 Foot
Effect: 16 foot Radius Target AOE
Damge Types: AOE Energy
Special: -14% Defense debuff for 16 sec
Personal Opinion: I targeted AOE attack, I like to open with this after Firing Aim and Buildup.
Slotting: 2 Accuracy, 3 Damage, 1 Defense Debuff
9. Atomic Blast
Offical Description: This attack taps most of your stored energy to deal a devastating Atomic Blast. Any foes left standing will have their Defense greatly reduced and may be left helplessly chocking on toxic vapors. Activating this power leaves you drained of Endurance, and unable to recover any Endurance for a while. Damage: Extreme, Recharge: Very Long
Level Available: 32
Damage: 305
Activation: 2.93
Recharge: 6:00
End Cost: 20.8
Acc: 105
Range: PbAOE
Effect: 25 Foot Radius
Damge Types: AOe Energy
Special: 3.00 Mag Hold on target, -28% Defense Debuff for 20 Sec, Drains all of your end
Personal Opinion: This is your "nuke" good for taking out large groups of enemies, I like to have a couple of blues on hand to pop after I use this to get back in the fight quicker
Slotting: 3 Recharge, 3 Damage
Electricity Manpulation
1. Electric Fence
Offical Description: This attack taps most of your stored energy to deal a devastating Atomic Blast. Any foes left standing will have their Defense greatly reduced and may be left helplessly chocking on toxic vapors. Activating this power leaves you drained of Endurance, and unable to recover any Endurance for a while. Damage: Extreme, Recharge: Very Long
Level Available: 1 (you have no choice)
Damage: 62.6
Activation: 1.17
Recharge: 4
End Cost: 7.8
Acc: 75
Range: 50 foot
Effect: Single target
Damge Types: Ranged Energy
Special: mag 3 Immobilize for 12 Sec.
Personal Opinion: you have no choice but to take it. it's an OK ST immobilize.
Slotting: I only have 1 Immobilize in the Default slot
might want to consider 2 acc, 2 Immob, 2 Rech
2. Charged Brawl
Offical Description: Your fists become electrically charged and deliver a powerful punch. Charged Brawl can drain some Endurance from the target and may overload their synapses, leaving them writhing for a moment. A portion of drained Endurance may be returned to you. Disturbing an overloaded target will disperse the electrical charge and release them. Damage: Moderate, Recharge: Fast
Level Available: 2
Damage: 109
Activation: 0.83
Recharge: 10
End Cost: 10.2
Acc: 75
Range: melee
Effect: Melee
Damge Types: Smashing/Energy
Special: Mag 3 Sleep 11.9 Sec
Personal Opinion: I did not take sine I wasn't looking for Melee attacks.
Slotting: Didn't take/2 accuracy, 3 Damage, 1 Rech/End Reduce/Sleep
3. Lightning Field
Offical Description: While active, you emit a storm of electricity that constantly damages all nearby foes. Damage: Minor(DoT), Recharge: Slow
Level Available: 4
Damage: 9.45
Activation: 2.03
Recharge: 10
End Cost: .78/sec
Acc: 75
Range: PbAoe
Effect: PbAOE Toggle
Damge Types: Energy
Special:
Personal Opinion: Another one Ididn't take, A PbAoe Toggle
Slotting: 2Accuracy, 3 damage
4. Havoc punch
Offical Description: The Havoc Punch is a slower attack than Charged Brawl, but makes up for it with a greater damage. Havoc Punch can may knock down targets, drain some Endurance from your target, or even overload their synapses, leaving them writhing for a moment. A portion of the drained Endurance may be given back to you. Disturbing an overloaded target will disperse the electrical charge and release them. Damage: Moderate, Recharge: Moderate
Level Available: 10
Damage: 144.6
Activation: 1.5
Recharge: 14
End Cost: 13.5
Acc: 75
Range: melee
Effect: Melee
Damge Types: Smashing energy
Special: Mag 3 sleep for 17.9 sec
Personal Opinion: Melee Attack, Didn't take
Slotting: 2 accuracy, 3 damage
5. Build up
Offical Description: Greatly boosts your attacks for a few seconds. Slightly increases chance to hit. Recharge: Long
Level Available: 16
Damage: N/A
Activation: 1.17
Recharge: 90
End Cost: 5.2
Acc: n/a
Range: self
Effect: Self Buff
Damge Types: Buff
Special: Self Buff 15% to hit and 100% damage for 10 sec
Personal Opinion: For a ranged blaster, Take This. don's ask why, but take it as soon as you can
Slotting: 3 Recharge
6. Lightning clap
Offical Description: You can clap your hands together to release a violent Lightning Clap. The Lightning Clap can knock down most nearby foes, Disorienting many of them. Lightning Clap deals no damage. Recharge: Slow
Level Available: 20
Damage: n/a
Activation: 1.23
Recharge: 30
End Cost: 13
Acc: 75
Range: pbaoe
Effect: pboae
Damge Types: Pbaoe Status debuff
Special: Mag 2 Stun for 9.54 Sec in a 15' radius
Personal Opinion: Melee Attack, Didn't take
Slotting: 2 accuracy, nost sure what else
7. Thunder Strike
Offical Description: A massive attack. You smash your foes with all the power of a lightning bolt. The pummeled victim takes tremendous damage and may be Disoriented. Any nearby foes may be knocked down and take some damage from the shockwave. Damage: High, Recharge: Slow
Level Available: 28
Damage: 165.7
Activation: 3.3
Recharge: 20
End Cost: 18.5
Acc: 75
Range: melee
Effect:
Damge Types: Smashing, Energy
Special: Mag 3 Stun for 5.96 Sec
Personal Opinion: Melee Attack, Didn't take
Slotting: 2 Accuracy, 3 Damage
8. Power Sink
Offical Description: Power Sink leeches energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain any Endurance. Recharge: Long
Level Available: 35
Damage:
Activation: 2.2
Recharge: 60
End Cost: 13
Acc:
Range: 12 Sec
Effect: drain End, End Buff
Damge Types:
Special: Drains Endurance from Enemies, transfers to you
Personal Opinion: I personally didn't take it but the Idea is intriguing. however, with a ranged combat style, Enemies shouldn't get close enough for this to be useful.
Slotting: 3 Recharge, 3 Endurance Mod
9. Shocking Grasp
Offical Description: Shocking Grasp causes the target to be overcome with a violent electrical charge. The seized target is left writhing in agony and is unable to defend themselves. Shocking Grasp also drains a significant amount of Endurance from the target and may return a portion of it to you. Damage: High(DoT), Recharge: Slow
Level Available: 38
Damage: 100.1
Activation: 1
Recharge: 7
End Cost: 18.2
Acc: 75
Range: Melee
Effect: ST Melee
Damge Types: Energy
Special: Mag 3 Hold for 9.54 sec
Personal Opinion: Melee Attack, Didn't take
Slotting: 2 Accuracy, 3 Damage
Power Pools:
Fighting boxing and Kick are Melee Attacks, Tough and weave are ones that could be useful
Fitness Pool: I usually take 3 out of the 4, Swift or Hurdle, Health and The precious, coveted stamina. usually I take these at 16,18,20
Flight: I usually take hover and then fly when it unlocks at 14.
Concealment: I usually don't take this, Stealth might be useful, Grant invisibility could be something to consider later on for teams, Invisibility is another self stealth and Phase shift has "oh crap" escape potential.
Leadership: you can take these if you want.
Leaping: Combat Jumping and Super Jump are Pre-travel and travel power, Jump kick. Never touched, Acrobatics, gives you Knockback protection if you want it.
Presence: why would you take a taunt on a Squishy. you get enough aggro as it is
Medicine: Nice to have, hope to never need, Aid self can give you the equivalent of a small green insp every 20 S with just a heal So in the default slot and with 3 Heal will give you a little bit more than a Medium green
Speed: hasten is well hasten, it's nice to have, and Takes special IO set slotting to make perma (I remember back before I6 when you could slot 6 Recharge SO's and have Perma hasten. Now Get off of my lawn!) and Super Speed can help in stealth too. though some zones it is a real bear to get around with (I'm thinking of you Shadow shard)
Teleport: Recal friend will make you popular on team, TP foe can be used for Pulling, TP while it's Costly in endurance and tricky to navigate is is a viable travel power, Team Teleport is not useful. I wish it would work like the vet Assemble Team or the Temp power from the Safeguard mission.
Ancilary pools: They all have advantages.