Post by origin20 on Apr 28, 2012 22:45:12 GMT -5
The Radiant
No I'm not an expert on Radiants just to clarify. However I think I've got an idea how the AT is shaping up so far. Hell these guys are a CC AT with a bit of everything else. The only thing these guys lack is direct endurance to hits. And also don't have Nailed to the Ground. These guys almost put DCUO controllers to shame from what I see. Only gotten this guy to 20 so far but here's the plans for my Radiant.
1) Eldritch Bolts- Basic energy builder. But the Radiant is a Support AT so it has energy is spades to begin with. So I don't plan to put it on my bar.
Rebuke(Admonish, Crippling Challenge)-Heals and kills all in one move. Admonish gives an AoE stun at full charge to anything within ten feet of your target. Vengeance can replace it in terms of damage and as an AoE stun however. Also Arcane Vitality replaces it as a heal once you reach 22. Hate to say it but it's only good as a shield breaker with Crippling Challenge. You can choose to add Admonish if you want up to you.
6) Vengeance(R2, Redemption Denied)-With this evil little power you can stunlock most bosses and render most mobs helpless as you kill them. And all this thanks to Redemption Denied, be sure to add R2 since this will be your main source of damage.
8) Seraphim (R2, Balance)-Defined as a tight as hell looking aura that ups your damage, improves your heals, and restores you and your allies health over time. Take R2 to improve all of the above. Balance to improve party HoT and deal AoE damage every 3 secs.
11) Expulse- Close range Knockback that says get out of my face. But personally I don't see any real use for it in the long run. Leaving it off of my bar.
14) Eldritch Shield(R2, R3,)- Your basic shield. Rank it up as much as you can to become a Radiant turtle shell.
17) Circle of Radiant Glory(R2, or R3)- Stealth Sigils are cool and all but I prefer a self rez instead, fits my theme.
22) Arcane Vitality(R2, Impart Freedom)- Reminds me of Empathic Heal. And that baby was one hell of a powerful heal! Take R2 for potency and take Impart Freedom for cleansing teammates and yourself.
27) Soul Mesmerism (R2, Glossolalia)- Aratron is interesting but Vengeance already paralyzes. Mesmerism adds a 14 sec sleep to your arsenal. And Glossolalia(strange name I know) causes the target to emits sonic damage over 13 seconds. And during each of those seconds there's a 20% chance of applying the same effect to other surrounding enemies. To me that seems like a lot of chaos.
32) Divine Renewal (R2,Radiant Renewal)- This will rez a teammate, take R2 to give them 66% of their health back. Taking Radiant Renewal will allow allow you to rez up to 4 teammates at once but the charge time is increased. Up to you if you want to take Renewal.
40) Planar Fracture (R2, Double Vortex)- I'm guessing does some severe damage. This gives everyone in it's reach a random debuff and with Double Vortex giving you 2 debuffs instead. Hands down this is just chaos in a bottle!
Travel Power- In terms of travel powers I ALWAYS go with teleport. If I can I'd try and get R2 for faster movement and better escapes. Secondary would have to be flight for accessibility.
Specializations would have to be anything that improves CC and Damage.
Well that's pretty much it for now, I'll be adding to and improving the guide as time goes on. So tell me your thoughts and viewpoints. It'll only improve this guide further. Looking forward to future posts.
No I'm not an expert on Radiants just to clarify. However I think I've got an idea how the AT is shaping up so far. Hell these guys are a CC AT with a bit of everything else. The only thing these guys lack is direct endurance to hits. And also don't have Nailed to the Ground. These guys almost put DCUO controllers to shame from what I see. Only gotten this guy to 20 so far but here's the plans for my Radiant.
1) Eldritch Bolts- Basic energy builder. But the Radiant is a Support AT so it has energy is spades to begin with. So I don't plan to put it on my bar.
Rebuke(Admonish, Crippling Challenge)-Heals and kills all in one move. Admonish gives an AoE stun at full charge to anything within ten feet of your target. Vengeance can replace it in terms of damage and as an AoE stun however. Also Arcane Vitality replaces it as a heal once you reach 22. Hate to say it but it's only good as a shield breaker with Crippling Challenge. You can choose to add Admonish if you want up to you.
6) Vengeance(R2, Redemption Denied)-With this evil little power you can stunlock most bosses and render most mobs helpless as you kill them. And all this thanks to Redemption Denied, be sure to add R2 since this will be your main source of damage.
8) Seraphim (R2, Balance)-Defined as a tight as hell looking aura that ups your damage, improves your heals, and restores you and your allies health over time. Take R2 to improve all of the above. Balance to improve party HoT and deal AoE damage every 3 secs.
11) Expulse- Close range Knockback that says get out of my face. But personally I don't see any real use for it in the long run. Leaving it off of my bar.
14) Eldritch Shield(R2, R3,)- Your basic shield. Rank it up as much as you can to become a Radiant turtle shell.
17) Circle of Radiant Glory(R2, or R3)- Stealth Sigils are cool and all but I prefer a self rez instead, fits my theme.
22) Arcane Vitality(R2, Impart Freedom)- Reminds me of Empathic Heal. And that baby was one hell of a powerful heal! Take R2 for potency and take Impart Freedom for cleansing teammates and yourself.
27) Soul Mesmerism (R2, Glossolalia)- Aratron is interesting but Vengeance already paralyzes. Mesmerism adds a 14 sec sleep to your arsenal. And Glossolalia(strange name I know) causes the target to emits sonic damage over 13 seconds. And during each of those seconds there's a 20% chance of applying the same effect to other surrounding enemies. To me that seems like a lot of chaos.
32) Divine Renewal (R2,Radiant Renewal)- This will rez a teammate, take R2 to give them 66% of their health back. Taking Radiant Renewal will allow allow you to rez up to 4 teammates at once but the charge time is increased. Up to you if you want to take Renewal.
40) Planar Fracture (R2, Double Vortex)- I'm guessing does some severe damage. This gives everyone in it's reach a random debuff and with Double Vortex giving you 2 debuffs instead. Hands down this is just chaos in a bottle!
Travel Power- In terms of travel powers I ALWAYS go with teleport. If I can I'd try and get R2 for faster movement and better escapes. Secondary would have to be flight for accessibility.
Specializations would have to be anything that improves CC and Damage.
Well that's pretty much it for now, I'll be adding to and improving the guide as time goes on. So tell me your thoughts and viewpoints. It'll only improve this guide further. Looking forward to future posts.