One of the most interesting energy themes from the launch of City of Heroes, Radiation are debuff specialists, with a focus on reducing the target’s defense, making them progressively easier to hit as battles go on. Couple this with radiation’s prolific use of player based area of effect attacks and they become a staple of strong offensive teams, allowing heavier hitters to really lay on damage. That’s not to say radiation focused characters can’t pack a wallop themselves.
Radiation Fielder
- Parent Attribute: Constitution or Fortune
- Primary Role: Defense
Line TY
Lingering TY
Radius MA
Shapeable MA
Absorption: Energy, Physical MA2
Armor MA
Passive Defense TY
Limited: Activation Required
Secondary Role: Offense (Full Role) MA2
Devastating MA
Secondary Role: Support: Outlast MA
Meddling (Disorent) MA2
Locked Power: Absorption, and Radius Offense require Passive Defense
(S) Lingering Weakness 4
(S) Shatter Willpower Feature 7
Cost: 1 Power + 29 Selections / AP
Boon
Combo: Lingering Weakness (Radius Attack – Meddling)
Cost: 1 Selection / AP
Both well rounded and tricky, Radiation Fielder offers solid defense and offense, along with something extra. The base Radiation Fielder reduces the target’s defense with their powerful Lingering Weakness Combo. Additionally, Radiation Fielder uses Absorption to fuel Willpower Features, such as pushing Damage, Trapping foes, or adding Armor in key moments. As the Radiation Fielder focuses a role, this reserve of energy gives them other options and edges to overcome foes.
Specializing Roles
Damage
Add to Abspriton: Retribution MA
Add to Devastation: Boost Devastation, Total Devastation 2 MA3
(S) Irradiated Fighter (Single Target Attacks following a Close Range Lingering Attack) 10
(S) Non-Lingering Melee 4
Cost: +14 Selections / AP
Ranged Option: Remove Retribution and (S) Non-Lingering Melee 4, Increase Line to MA, add Ranged MA, Increase (S) Lingering Weakness 7
Minions
Backup: Radiation Cloud (Powerful Backup 7: Immune to Physical Harm + Nutcracker + Striker) MA7
Cost: +14 Selections / AP
Control
Increase Secondary Role: Support to Full Role MA
Trapping (Variable Trap, Power Pass, Untouchable Trap) MA4
Healing (Others) (Boost Healing) MA2
Cost: +14 Selections / AP
Tanking
Add to Absorption: Healing Absorption, Regenerative Absorption MA2
Painful (Boost Pain) MA2
Healing (Self) (Boost Healing, Regeneration) MA3
Cost: +14 Selections / AP