Prawnee

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  1. Never one to rush things (out of character for a scrapper ) Rooney fiiiiiiiiiinally crosses the line ! Great turn out, cool screenies, nearly [censored] meself laughing when Skimpy piled up all the corpses at the end, ah, sheer class
  2. Prawnee

    Jackle hits 40 !

    *cough* get a job *cough*
  3. Hmm, ok, since I'm breaking open the piggy bank anyway, I'll 3 slot it with damage DO's and try it till lvl 24.

    Enough of you have posted good things about it to convince me I'm being hasty.

    Thanks for the advice/feedback/factoids

    PS, I change my mind more often than my underwear
  4. If I understand correctly, defdebuffing decreases the mobs ability to dodge your attacks?

    My point is, I hardly ever seem to miss anyway, we are all slotting at least 1 accuracy in our attacks these days, post ED. More damage just seems more useful to me, and Irradiate's dmg is paltry.

    Yes its AoE which is great, but I'm not sure if its worth the slaps I receive to get in position to fire it off when it hardly moves their health bars and it reduces the defense of a mob I have no problems hitting anyway.

    Where I see a use for defdebuff is on enemies who have high def like lieuts, bosses and AV's, but these guys HURT when you move into melee range, so its safer to hit 'em with ranged attacks.

    So, for me, its not worth it, I plan to respec out of it and take enervating field instead.
  5. *breaks open piggy bank*

    ok, ok, I hear ya
  6. Maybe its just me but defense debuffs don't seem to make much difference during a battle. Most minions go down quite quickly, especially in a team, very few attacks miss anyway as we all slot for acc these day (post ED), so if we are all hitting them anyway, they don't need def debuffing, increasing dmg would help more.

    Def debuffing lieuts, bosses and AV's is great but you have to get within melee range to hit them with irradiate and you generally get a few slaps for your trouble. More useful to me would be damage resistance debuffing, but hey, just thinking aloud here.

    Useless snipe? I suppose it depends on your style of play - works for me
  7. It couldn't possibly happen but I'd love to take on some WoW characters in the arena with my scrapper
  8. I read in various guides that this was a 'must have' power for rad/rad, so I took it, and 3 slotted it for damage, and waited to be impressed......still waiting Now admittedly, I have only slotted TO's ('cos I'm stingy with my infamy but how rubbish is this power?!
  9. Right then, stamina here I come, thanks for the info guys
  10. [ QUOTE ]
    evil corps trainer is a bit of a comedy alt


    [/ QUOTE ]

    Best backstory I've read for a while
  11. Love the new Shadow Society Base, bit empty of course, but 'from acorns.....' and all that. Now then, how about a High Society Base? I realise its easy for me to request all these nice things, someone actually has to take the time out and design the place, so, no pressure, just askin'
    I respecced Prawnee into a PvP/ED build the other day. Anyone fancy a bit of PvP/arena? I would rather enter the PvP zones in a team, safety in numbers and all that
  12. That might be a better idea for me too, take Stamina until my late 20's then respec out of it when I can slot AM and Hasten properly with DO/SO's
  13. I can't get Aim till lvl 16 now as I'm taking SS next. Too many shiny powers.....

    Did you bother with Electron Haze?
  14. I guess I'm hoping AM will make the difference. 3x endrec and 3x rechred in AM, 3x rechred in hasten, and 1x endred in end heavy powers might just work. The payoff for me would be 3 extra powerslots, the danger is that I won't have nearly enough endurance to use the extra powers anyway
    I'm hoping to take recall friend, superspeed, CJ and superjump instead. I think I might just go for it and hope a respec, free or otherwise will get me out of gimp jail if I mess up. I'll keep you posted
  15. Thinking 3 slotting Hasten and Accelerate Metabolism for recharge reduction as a way of bypassing the 3 for the price of 1 that is the stamina route. 1 endurance reduction in most other powers and I think it will work. Reduced in effectiveness after ED anyway, how many of you guys are planning to take stamina?
  16. Not wishing to state the bleeding obvious here, but - what a difference a good team makes to a Corruptor! Teamed with a really good Brute and Dominator on Wednesday, happily followed the Brute into slowed and immob'ed mobs (Dominator doing a great job) firing off RI, Irradiate, Electron Haze etc at will, nothing could hit us, if it did I could heal it, the Brute kept the agro and the mobs were clustered nicely. Contrastingly, I have been in a team that didn't gel so well, my anchor kept getting killed, Rain of Fire made everyone run away and well....you can guess the rest

    Solo I'm finding a bit of a challenge, unless I slow right down. In a good team, we are ripping through everything in a satisfactory fashion

    Having fun, and have mothballed my Dominator and MM - How about you guys?
  17. Thanks Irradiator, I should have mentioned the guide was out of date, I never really look at numbers anyway
  18. I used this post from the US Boards for reference - Its for a rad/rad Defender, but the descriptions of powers are really useful

    I think you'll agree this guide rocks -

    DodgerTA's Rad/Rad 2.1: A (revised) Twink's Guide

    This version of this guide fixes a couple of errors from the recent guide and takes into account the recent changes in Choking Cloud and Phase Shift. It adds some supplementary information and tactics. Also, all Brawl Indexes have been updated to match the scale used by the Brawl Index Database and all numbers included are BASE UNENHANCED numbers.

    I am including stats here not only for Rad/Rad but all the Ancillary Power Pools for Defenders as well. All info was obtained through empirical tests on the test server, and is accurate in so far as I've been able to reasonably determine. So here goes:
    ___________________________________
    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: 19
    Base Heal at 50: 133.86
    Duration: Instantaneous
    Recharge Timer:8s
    Activation Time: 3s
    Heal Index: 13.16 % of current HP max without accolades
    Recommended Slotting: 3 or more Heal, 1 EndRdx
    ___________________________________

    Radiation Infection

    The single most important power in the radiation line. Provides a 33.3% 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.

    Endurance Cost: .66 Endo/sec
    Base Effect: 33.3% Acc and Def debuff
    Duration: Toggle
    Recharge Timer:10s
    Activation Time: 4s
    Recommended Slotting: 5 ToHit Debuff, 1 EndRdx
    ___________________________________

    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 50% reduction in status duration (status effects on you last 1/2 as long), and a 25% damage buff as well as increasing Run and Flight speed. Four recharge slots and perma hasten will make this permanently available. 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: 8m, 35s
    Activation Time: 2s
    Recommended Slotting: 4 Rchg, 2 EndRec or 3 Rchg, 3 EndRec
    ___________________________________

    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: 1.48 Endo/sec
    Base Damage Reduction at 50: 34.3%
    Base Damage Increase at 50: 37.5%
    Duration: Toggle
    Recharge Timer: 10s
    Activation Time: 1s
    Recommended Slotting: 3-6 EndRdx
    ___________________________________

    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 large accuracy buff.

    Endurance Cost: 56.5
    Damage Buff: +50%
    Recharge Buff Modifier: 1.0
    Duration: 1m
    Recharge Timer: 3m
    Activation Time: 3s
    Recommended Slotting: 1 Rech
    ___________________________________

    Lingering Radiation

    This buff provides a base 50% reduction in enemy movement speed and attack rate. Slow enhancers can be slotted, but only modify the movement speed debuff. With hasten, this can be stacked to bring enemies down to the attack rate minimum cap (25% base attack rate) and movement debuff cap (10% base movement speed).

    Endurance Cost: 23
    Duration: 30s
    Recharge Timer: 25s
    Activation Time: 2s
    Recommended Slotting: 2 Slow, 1 EndRdx
    ___________________________________

    Choking Cloud

    This power has a 50% chance to hold any enemy in its area of effect for five seconds. 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: 6 every 5 seconds
    Base Hold at 50: 5 seconds
    Duration: Toggle
    Recharge Timer: 90s
    Activation Time: 2s
    Recommended Slotting: 4 Hold, 1 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. Best use I've found for this power is situational: if a tanker (usually one with perma-unstoppable) is herding, and dies from taking too much damage at the end of Unstoppable's cycle (or just for pulling more than he could chew), you're left with an awful lot of [censored] off mobs right around him. Target him with Fallout and most of them will die. This does damage comparable to an alpha-strike power (nova, atomic blast, etc) but can ONLY be targeted on a fallen teammate.

    Endurance Cost: 25
    Base Damage at 50: 222
    Duration: Instantaneous
    Recharge Timer: 5m
    Activation Time: 4s
    Brawl Index: 17.0667
    Recommended Slotting: Not recommended, however, anything less than 1 Acc 5 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 Lt's) 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.

    Endurance Cost: 30
    Base Damage at 50: 47.41
    Duration: 45s
    Recharge Timer: 5m
    Activation Time: 2s
    Brawl Index: 3.6448
    Recommended Slotting: 3 Rech, 3 Hold or 2-4 Rech
    ___________________________________

    ___________________________________
    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 10% defense debuff which lasts five seconds.

    Endurance Cost: 4
    Base Damage at 50: 21.68
    Duration: Instantaneous
    Recharge Timer: 4s
    Activation Time: 1s
    Brawl Index: 1.6667
    Recommended Slotting: 1 Acc
    ___________________________________

    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 accuracy bonus (+10% - 85% base acc) and a built-in 10% defense debuff which lasts for 5 seconds.

    Endurance Cost: 6
    Base Damage at 50: 36.14
    Duration: Instantaneous
    Recharge Timer: 4s
    Activation Time: 1.7s
    Brawl Index: 2.7778
    Recommended Slotting: 6 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 30% defense debuff which lasts 15 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: 22
    Base Damage at 50: 3.6 * 10
    Duration: 5s
    Recharge Timer: 20s
    Activation Time: 1s
    Brawl Index: .2778 * 10
    Recommended Slotting: 4 Dam, 1 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 10% defense debuff which lasts for five seconds.

    Endurance Cost: 18
    Base Damage at 50: 48.79
    Duration: Instantaneous
    Recharge Timer: 16s
    Activation Time: 3s
    Brawl Index: 3.7500
    Recommended Slotting: 5 Dam, 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: 17
    Base Damage at 50: 25.29 * 4
    Duration: Instantaneous
    Recharge Timer: 12s
    Activation Time: 6s
    Brawl Index: 1.9444 * 4
    Recommended Slotting: 4 Dam, 1 InterruptRdx, 1 EndRdx
    ___________________________________

    Aim

    This provides a large accuracy (66%) 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: 1s
    Recommended Slotting: 1 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 10% for 5 seconds.

    Endurance Cost: 12
    Base Damage at 50: 76.62
    Duration: Instantaneous
    Recharge Timer: 20s
    Activation Time: 3s
    Brawl Index: 5.8889
    Recommended Slotting: 1 Acc, 5 Dam or 1 Acc, 4 Dam, 1 EndRdx or 1 Acc, 4 Dam, 1 Disorient
    ___________________________________

    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 accuracy bonus of 10% and provides 10% defense debuff for 5 seconds.

    Endurance Cost: 18
    Base Damage at 50: 32.52
    Duration: Instantaneous
    Recharge Timer: 16s
    Activation Time: 4s
    Brawl Index: 2.5000
    Recommended Slotting: 5 Dam, 1 EndRdx
    ___________________________________

    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% and a defense debuff of 30% that lasts 15 seconds.

    Endurance Cost: 24
    Base Damage at 50: 41.56smashing, 72.28energy, (54.21energy * 1-3)
    Duration: 10s
    Recharge Timer: 6m
    Activation Time: 3s
    Brawl Index: 3.1950s + 5.5556e + 4.1667e
    Recommended Slotting: 4 dam, 2 Rech
    ___________________________________

    ___________________________________
    PART III - ANCILLARY POWER POOLS
    ___________________________________
    The Ancillary Power Pools allow you to take your defender several different directions. All of them give you a couple powers which work well with the Rad set; I chose Dark Mastery, but any would be a good choice. The Psychic set has the least natural synergy with Rad/Rad, but there is still some (stacking holds)
    ___________________________________


    ___________________________________
    Electricity Mastery Pool
    ___________________________________

    Electric Fence

    A decent-damage Single-target Immobilize. Damage-wise this is similar to X-Ray Beam with a faster activation, but is a DoT attack. IF you take this, add it to your attack cycle instead of Neutrino Bolt. Also, this power has -knockback.

    Endurance Cost: 11
    Base Damage at 50: 7.22 * 5
    Duration: 22 seconds
    Recharge Timer: 4s
    Activation Time: 1s
    Brawl Index: .5556 * 5
    Recommended Slotting: 1 Acc, 5 Dam
    ___________________________________

    Thunderstrike

    A good-damage power with a small AoE, which often disorients foes. When the AoE is present, this power deals only very slightly less damage than Total Focus, but disorient is not guaranteed.

    Endurance Cost: 34
    Base Damage at 50: 93.95 + (24.98 AoE)
    Duration: Instantaneous
    Recharge Timer: 40s
    Activation Time: 4s
    Brawl Index: 7.2222e + (1.9204)s
    Recommended Slotting: 1 Acc, 5 Dam
    ___________________________________

    Charged Armor

    Probably the best looking of all the armors, it's a bit understated (foot long sparks that rather occasionally show coming off you) and fairly quiet. A standard Ancillary Pool armor which provides resistance to smashing, lethal, and energy (the three most common forms of attack throughout the game).

    Endurance Cost .39 Endo/sec
    Base Dam Reduction: 30%
    Duration: Toggle
    Recharge Timer: 2s
    Activation Time: 1s
    Recommended Slotting: 1 EndRdx, 5 DamRes or 6 DamRes
    ___________________________________

    Power Sink

    A very good power which drains endurance from the mobs and gives it to your favorite charity: you. Slotted for drain, this can suck a large mob nearly dry.

    Endurance Cost: 9
    Base Endo Gained/Mob: 20
    Base Endo Drained: 30
    Duration: Instantaneous
    Recharge Timer: 2m
    Activation Time: 2s
    ___________________________________

    ___________________________________
    Dark Mastery Pool
    ___________________________________

    Oppressive Gloom

    A fairly impressive PBAoE disorient toggle which damages you and disorients the mobs around you. You will take damage for each mob in its range each tick (about 2 seconds).

    Endurance Cost: .12 Endo/sec
    Base Self-Damage at 50: 3dam every 2s per mob in range
    Base Disorient Duration: 5s
    Duration: Toggle
    Recharge Timer: 8s
    Activation Time: 4s
    Recommended Slotting: Not Recommended, as its job will be handled by Choking Cloud, but if you wish to have this power, slot 1 Disorient.
    ___________________________________

    Dark Consumption

    A good way to refill your endo, Dark Consumption will be useful in fights against bosses or AV's, but is most useful fighting multiple opponents. Its range is rather short.

    Endurance Cost: 1
    Base Damage at 50: 24.46 + 5% crit chance (double damage)
    Base Endo Gained/Mob: 40
    Duration: Instantaneous
    Recharge Timer: 2m
    Activation Time: 2s
    Brawl Index: 1.8889
    Recommended Slotting: 1 Rech, 1EndRec
    ___________________________________

    Dark Embrace

    Not horrible looking since the new Dark Armor animations, it's a bit loud and looks like a cloud of dust hanging around you. A standard Ancillary Pool armor which provides resistance to smashing, lethal, negative energy and toxic damage.

    Endurance Cost .39 Endo/sec
    Base Dam Reduction: 30%
    Duration: Toggle
    Recharge Timer: 4s
    Activation Time: 3s
    Recommended Slotting: 1 EndRdx, 5 DamRes or 6 DamRes
    ___________________________________

    Soul Drain

    This power ROCKS! It's not quite a self Fulcrum Shift, but it's close, and provides an accuracy buff. This has great synergy with... everything, and works wonders with Choking Cloud. With Hasten + AM, 4 SO Rech will allow it to come up just about as fast as Aim with 1 SO Rech - sufficient to use at the beginning of most every fight.

    Endurance Cost: 23
    Base Damage at 50: 30.58 + 5% crit chance (double damage)
    Base Damage Increase per mob: 12.5%
    Base Acc Increase per mob: 12.5%
    Duration: 30s
    Recharge Timer: 90s
    Activation Time: 3s
    Brawl Index: 2.3509
    Recommend Slotting: 4 Rech
    ___________________________________

    ___________________________________
    Psychic Mastery Pool
    ___________________________________

    Dominate

    An excellent single-target Mag 2 hold. Does decent damage for a hold, and is Perma even before Hasten or any Rech is added.

    Endurance Cost: 13
    Base Damage at 50: 36.14
    Duration: 20s
    Recharge Timer: 16s
    Activation Time: 2s
    Brawl Index: 2.7778
    Recommended Slotting: 1 Acc, 2 Rech, 2 Hold, 1 Dam or 2 Hold
    ___________________________________

    Mass Hypnosis

    A Targeted AoE sleep, Mass Hypnosis lets you sleep an entire mob spawn, and does not cause any aggro.

    Endurance Cost: 18
    Duration: 30s
    Recharge Timer: 90s
    Activation Time: 2s
    Recommended Slotting: 2 Rech, 4 Sleep
    ___________________________________

    Mind Over Body

    A mess of pink circles swirls around the outline of your body. It's happily not too annoying, and fairly quiet. A standard Ancillary Pool armor which provides resistance to smashing, lethal, and psionic (the three most common forms of attack in the late game).

    Endurance Cost .39 Endo/sec
    Base Dam Reduction: 30%
    Duration: Toggle
    Recharge Timer: 2s
    Activation Time: 2s
    Recommended Slotting: 1 EndRdx, 5 DamRes or 6 DamRes
    ___________________________________

    Telekinesis

    An Auto-Hit AoE toggle hold which pushes foes away from you. Can be excellent for herding (as you can hold all Lt's and Minions, guaranteed) but is an end hog.

    Endurance Cost: 3.58 Endo/sec
    Duration: Toggle
    Recharge Timer: 60s
    Activation Time: 2s
    Recommended Slotting: 4-6 EndRdx
    ___________________________________

    ___________________________________
    Power Mastery Pool
    ___________________________________

    Conserve Power

    A great way to save on car insurance. I mean endo costs. Cuts them all in half. Can be up about 3/5 of the time.

    Endurance Cost: 11
    Effect: 50% reduction in all endurance costs
    Duration: 90s
    Recharge Timer: 10m
    Activation Time: 3s
    Recommended Slotting: 6 Rech
    ___________________________________

    Power Build Up

    Two Neato Keen powers in one! Build Up and Power Boost for one low price. Can be up about 1/4 of the time,

    Endurance Cost: 15
    Base Dam Bonus: 80%
    Base Effect: +150% effect to all secondary effects and heals
    Duration: 15s
    Recharge Timer: 4m
    Activation Time: 3s
    Recommended Slotting: 6 Rech
    ___________________________________

    Temporary Invulnerability

    The standard Tanker power. A direct clone. A standard Ancillary Pool armor which provides resistance to smashing, and lethal (the two most common damage types).

    Endurance Cost: .39 Endo/sec
    Base Dam Reduction: 30%
    Duration: Toggle
    Recharge Timer: 2s
    Activation Time: 3s
    Recommended Slotting: 1 EndRdx, 5 DamRes or 6 DamRes
    ___________________________________

    Total Focus

    A great attack, Total Focus does Extreme damage and stuns pretty much whatever you use it on.

    Endurance Cost: 34
    Base Damage at 50: 33.94 Smashing + 86.9 Energy
    Base Disorient Duration: 15s
    Duration: Instantaneous
    Recharge Timer: 40s
    Activation Time: 4s
    Brawl Index: 2.6092s + 6.6806e
    Recommend Slotting: 1 Acc, 5 Dam or 1 Acc, 4 Dam, 1 Disorient or 1 Acc, 3 Dam, 1 Rech, 1 Disorient
    ___________________________________

    ___________________________________
    PART IV: 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+
    ___________________________________


    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:

    Level 1 (Starting Primary) : Radiation Infection /HitDeb
    Level 1 (Starting Secondary) : Neutrino Bolt /Acc
    Level 2 : Accelerate Metabolism /Rech
    Level 3 : Neutrino Bolt: 2 Dam
    Level 4 : Irradiate /Dam
    Level 5 : Radiation Infection: 2 HitDeb
    Level 6 : Enervating Field /EndRdx
    Level 7 : Enervating Field: 2 EndRdx
    Level 8 : Radiant Aura /Heal
    Level 9 : Neutrino Bolt: 1 Dam, Irradiate: 1 Dam
    Level 10 : Assault /EndRdx
    Level 11 : Irradiate: 1 Dam, 1 EndRdx
    Level 12 : Hasten /Rech
    Level 13 : Radiation Infection: 1 HitDeb, Hasten: 1 Rech
    Level 14 : Super Speed /RunSpd
    Level 15 : Accelerate Metabolism: 1 Rech, Hasten: 1 Rech
    Level 16 : Swift /RunSpd
    Level 17 : Accelerate Metabolism: 1 Rech, Hasten: 1 Rech
    Level 18 : Health /Heal
    Level 19 : Accelerate Metabolism: 1 Rech, Hasten: 1 Rech
    Level 20 : Stamina /EndRec
    Level 21 : Stamina: 2 EndRec
    Level 22 : Proton Volley /Dam
    Level 23 : Stamina: 2 EndRec
    Level 24 : Aim /Rech
    Level 25 : Neutrino Bolt: 1 Dam, Irradiate: 1 Rech
    Level 26 : Hover /Fly
    Level 27 : Hover: 1 Fly, Stamina: 1 EndRec
    Level 28 : Cosmic Burst /Acc
    Level 29 : Cosmic Burst: 2 Dam

    This should serve you more-or-less well in the early game when slots are at a huge premium.

    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... 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.

    Slot[01] Level 1 (Starting Primary) : Radiation Infection /HitDeb,HitDeb,HitDeb,HitDeb,HitDeb,EndRdx
    Slot[02] Level 1 (Starting Secondary) : Neutrino Bolt /Acc,Dmg
    Slot[03] Level 2 : Accelerate Metabolism /Rchg,Rchg,Rchg,EndRec,EndRec,EndRec
    Slot[04] Level 4 : Irradiate /Dmg,Dmg,Dmg,Dmg
    Slot[05] Level 6 : Enervating Field /EndRdx,EndRdx,EndRdx,EndRdx
    Slot[06] Level 8 : Radiant Aura /Heal
    Slot[07] Level 10 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
    Slot[08] Level 12 : Swift /RunSpd
    Slot[09] Level 14 : Super Speed /RunSpd
    Slot[10] Level 16 : Proton Volley /Dam
    Slot[11] Level 18 : Health /Heal
    Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
    Slot[13] Level 22 : Aim /Rech
    Slot[14] Level 24 : Choking Cloud /EndRdx
    Slot[15] Level 26 : Stealth /EndRdx
    Slot[16] Level 28 : Cosmic Burst /Acc,Dmg
    Slot[17] Level 30 : Lingering Radiation /EndRdx

    Then continue Building to 40:

    Level 31 : Cosmic Burst: 3 Dam
    Level 32 : EM Pulse /Rech
    Level 33 : Proton Volley: 3 Dam
    Level 34 : Proton Volley: 2 Dam, Cosmic Burst: 1 Dam
    Level 35 : Neutron Bomb /Dam
    Level 36 : Neutron Bomb: 2 Dam, Choking Cloud: 1 Hold
    Level 37 : Neutron Bomb: 2 Dam, Choking Cloud: 1 Hold
    Level 38 : Hover /Fly
    Level 39 : Hover: 3 Fly
    Level 40 : Hover: 2 Fly, Choking Cloud: 1 Hold


    That'll get you used to tactics later on. At 40, of course you figure out what you want to do for Ancillary Pools.
    ___________________________________

    ___________________________________
    PART V: THE GOAL BUILD
    ___________________________________
    I chose Dark Mastery, so my final build looks something like this:
    ___________________________________


    Slot[01] Level 1 (Starting Primary) : Radiation Infection /HitDeb,HitDeb,HitDeb,HitDeb,HitDeb,EndRdx
    Slot[02] Level 1 (Starting Secondary) : Neutrino Bolt /Acc
    Slot[03] Level 2 : Accelerate Metabolism /Rchg,Rchg,Rchg,EndRec,EndRec,EndRec
    Slot[04] Level 4 : Irradiate /Dmg,Dmg,Dmg,Dmg,Rchg,EndRdx
    Slot[05] Level 6 : Enervating Field /EndRdx,EndRdx,EndRdx,EndRdx,EndRdx,EndRdx
    Slot[06] Level 8 : Radiant Aura /Heal,Heal,Heal,EndRdx
    Slot[07] Level 10 : Swift /Run
    Slot[08] Level 12 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
    Slot[09] Level 14 : Super Speed /Run
    Slot[10] Level 16 : Proton Volley /Dmg,Dmg,Dmg,Dmg,IntTime,EndRdx
    Slot[11] Level 18 : Health /Heal
    Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
    Slot[13] Level 22 : Aim /Rchg
    Slot[14] Level 24 : Choking Cloud /Hold,Hold,Hold,Hold,EndRdx
    Slot[15] Level 26 : Hover /Fly,Fly,Fly,Fly,Fly,Fly
    Slot[16] Level 28 : Cosmic Burst /Acc,Dmg,Dmg,Dmg,Dmg,EndRdx
    Slot[17] Level 30 : Stealth /EndRdx
    Slot[18] Level 32 : Grant Invisibility /EndRdx
    Slot[19] Level 35 : Neutron Bomb /Dmg,Dmg,Dmg,Dmg,Dmg,EndRdx
    Slot[20] Level 38 : Phase Shift /EndRdx,EndRdx
    Slot[21] Level 41 : Dark Consumption /Rchg,EndRec
    Slot[22] Level 44 : Dark Embrace /EndRdx,DamRes,DamRes,DamRes,DamRes,DamRes
    Slot[23] Level 47 : Soul Drain /Rchg,Rchg,Rchg,Rchg
    Slot[24] Level 49 : Mutation /Rchg
    ___________________________________

    ___________________________________
    PART VI: 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. Stack 2 LR's on them and their attack rate goes down to 1/4. That means 100 damage every 8 shots instead ot 2 - 125 damage per round average.

    Then your maxed-out defense 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 4 rounds (because of LR) it's really 100 damage every 80 attacks.

    Then EF reduces that damage by 35%. 100 damage becomes 65 damage per 80 rounds.

    You've reduced 500 damage a round from ten opponents to a mere 8 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-Proton Volley-Cosmic Burst for finishing off the bosses. If there is some kind of sticky debuff or DoT that prevents you from using Proton Volley, use Irradiate + Neutrino Bolt while Cosmic Burst recharges. If the 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. You can then start the Cosmic Burst-PV-Cosmic chain as they will be disoriented again just before you use your Snipe, every time.
    ___________________________________

    ___________________________________
    PART VII: 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 often 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 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.

    NOTES ON PHASE SHIFT:
    Phase Shift's recent fix (so you can't turn on toggles while PS'd) was NOT a nerf to toggle defenders. Phase Shift can still be used to absorb an alphastrike.

    Have PS and Super Speed on, walk to the center of the mobs, and turn off SS. All the mobs will shoot you. AFTER this, turn off Phase and put up RI while their attacks are recharging.

    The power most affected by the Phase Shift change was Choking Cloud, which now takes longer at the beginning of the fight to hold the mobs (since it doesn't easily grab everything until after your RI+Irradiate goes off).

    Phase Shift+SS is the preferred method to go Invis when CC is running because PS turns CC's effect off without making you wait for it to recharge and need to activate it again. The power Invisibility will also do this, but leave you vulnerable to sniper attack and mobs that see through invis. In this way, Phase Shift can be used as the on/off switch for CC.
    ___________________________________

    ___________________________________
    PART VIII: APPENDIX: USEFUL SUPPELEMENTARY INFORMATION
    ___________________________________


    Defender Unslotted Brawl Damage at 50: 11
    Defender Brawl Index Scale Damage at 50: 13.0077

    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: .506
    AM: .506

    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
    ___________________________________

    --------------------
    -Justice-
    Bombast 50 Kin/Eng
    Fallout Phil 50 Rad/Rad
    Rad/Rad 2.1
    Def Epic Pools Guide
  19. I'd like to introduce Negatron (see sig). Some (very) late night playing got her up to lvl 10 last night/this morning. If you fancy levelling a lowbie alt over the next few days, look for me in the game.
    I have a thing for eye beams so she has become my new favourite, AM's not bad either and I just picked up Radiation Infection (feel silly I didn't take it earlier tbh). Cruella's better looking but Negatron has eye beams, man!
  20. More meat shiel...I mean more brutes please!!
  21. If you are on tonight, send a tell to Spawn of Skimpy, Cruella, Mad Fire Green, Notorious Baggart etc. And bring bandages....
  22. [ QUOTE ]
    [ QUOTE ]
    Farmer Gyles, the evil agriculturalist? Oo-ar

    [/ QUOTE ]

    Get orf moi laaaand!

    [/ QUOTE ]

    Thats more scary than clowns
  23. Farmer Gyles, the evil agriculturalist? Oo-ar