Fire_Minded

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  1. Fire_Minded

    3rd Attempt

    Quote:
    Originally Posted by DSlice View Post
    Ive been playing CoX for just over a year and im making my 3rd attempt at playing a controller. I've basically played only blasters and am looking for a change of pace. My friend plays only controllers and gave me a basic rundown of all the primaries. Today I made a mind/radiation controller. Any tips/advice for someone that is used to just throwing pew pew at everything?
    Yes, I have a good piece of advice for you.

    If your used to Blasters, it would be better to move to a Defender, or a Corruptor, before trying to do a complete 360 and logging in a Controller.

    Main reason why I say this, is because a Controller does far less damage in the same situations as any Blaster can do.That, and the fact that not knowing how to use full containment, may prove hazzardous to your self, and others in a team setting.

    Iv heard alot of people make statements like "im not used to this Scrapper yet, im used to my Tanks.", while they are face first laying on the ground, and someone else asks if they need a "Wakie".

    You get more of a Blasterish feel on a Defender, and many Defenders can do a very good Containment job, or grouping job like a Controller can, they just lack pets, unless you pick Dark Miasma primary for a Defender, which I would suggjest for you.
  2. Quote:
    Originally Posted by Tonality View Post
    While those numbers may seem a bit low, suppose ball lightning hit 16 targets. That number wouldn't seem so low then, would it?
    Iv watched a Brute use it with a nearly full fury bar, and it did a heafty amount of damage.

    So im going to add to what Tonality said, and go one further.

    That number wouldn't seem so low when its damage enhanced, recharge speed enhanced, and backed by alot of Fury, would it?
  3. Steamrolling team you say?

    SD/Fire better at Steamrolling then a Fire/Fire?

    I call Shinanigans!

    On a steamrolling team, a Fire/Fire will still win out.Why you ask? Simple, the Burn everyone hates so much does full, and massive damage when a Controller immobs the attacking mob that surrounds the Fire/Fire Tanker.

    Hit Burn, and Burn hits a wider radius then people think it does.It hits more then 5 Targets.Burn aslo can out damage SC, as well as has a faster recharge timmer.

    We all know that no Steamrolling team is without a Controller that can lock everything down.Well, atleast not the good ones.

    I adore my pure Fire Tanker, but I think ill try a SD/** variation of a Tanker, just for some spice.Dout ill like the lack of heal, resistance, and FE, but, worth a shot.
  4. Fire_Minded

    fun brutes

    Quote:
    Originally Posted by Mr_Grumpums View Post
    I like my Battle Axe/SR brute, too, especially after getting the awesome Rikti Axe. It walks into a group and kills them all with a gigantic piece of glowing metal that loosely resembles a weapon,
    Theres a Ritki Axe?

    Hmmm, I wanna see what it looks like!
  5. That poor little Defender.....

    If they allowed a Account Character Transfer, id buy that Defender from you.Its my all time favorite mix!

    Hmmm, thats a new Idea to throw at the Devs!

    Account Character Transfer!That would be Schweet!
  6. A Rad/Rad Defender sucks?

    Since when?
  7. Im pretty used to Blasters, even though I only play a AR/Dev now days, im not agenst using the melee ST attacks they can have however, since iv had a blaster or 2 with ST attacks before.



    Ill have to agree that blasting from a distance is alot safer for the Blaster AT, but not always.(Counsil for example)

    In the case of ST attacks like Lightning Strike, and Total Focus, or even Bone Smasher.You dont have to be standing still to do these attacks, and still gain ground right after you trigger it.

    Iv played alot of Online Games, and the term im using, is "Fly-by Attacking".

    You can run at a boss, Trigger a Long animating ST attack, and start to jump past the boss right before it triggers.It will trigger the attack animation while your moving, AWAY from the boss, and still hit, and do the damage.If someone else has the Aggro of that boss, then your pretty safe to do a Fly-by, but if your Solo, you may still get hit doing it, but you wont get hit 2-3 times like you would trying to trigger that said attack standing still.

    After a little practice, youll be jumping around like a Spider Monkey doing Fly-bys like its second nature, and you increase your survivability, and it wont take more then a split second to set it up and do it.

    Im acctually rather surprised to see how people dont do the little things to gain a advantage, when theres plenty of those types of advantages around.

    Another Example is fighting a Brute with a Scrapper.You have no idea how many Scrappers iv seen get beaten by a Brute in PvP.

    Even though its another subject, iv watched a Scrapper fight a Brute before, and made the Brute complain.The Scrapper did step back attacks, he would come up, hit the Brute, then back off.Then come up, hit him again, and back off.Keeping that Brute from gaining very much Fury, and taking down his Health rather quickly due to his Aura wasnt grabbing long enough to take effect to add to his Regen.

    It was a Kat/WP Scrapper agenst a SS/WP Brute.The Brute player started getting upset, telling the Scrapper that he is supposed to stand still for the fight.

    However, the Scrapper did my old Stand by, find the Advantage of your foe, and use it agenst them.Thats exaclty what a Fly-by player does.

    I have a Traps/Rad Defender, and I dont really have to move at all due to my FF Drone, however, I have Cosmic Burst, which is another great example of a power, not in the ST Melee sets for Blasters, that is close range, and 2 second animation attack.A fly-by is the answer for that one on a Blaster as well.

    For any of you who played Ultima Online, youv prolly seen players with slow and heavy weapons like a Halberd, or Broad Sword running up to hit there opponent in PvP,then moving away for a second before hitting again, because there opponent had a Katana, or other extreemly fast weapons, and not kitting them, or doing fly-bys, would get you killed trying to fight them toe-to-toe.Giving you the upper hand by hitting as often as them, but harder.

    The advantage of the Katana player is that he can swing fast, and do alot of damage in a Tanking situation, but the Halberd player can do Fly-bys for the same damage over time, if not more, and take less hits from a none tanking method.Thats finding, and using the advantage of your foe, and turning it into a weakness.

    This is the same in every game, just to a differnt variation.

    Find a nitch, and use it.Not everything is stand and deliver.
  8. Quote:
    Originally Posted by Jade_Dragon View Post
    That's a question I would like see answered. Acid Mortar has a HP bar, as does FF Generator, and both show up in the Pet window for MMs. I honestly am not sure if my Acid Mortar is drawing aggro, or just being hit by splash damage from AoEs. It doesn't look like it's drawing a lot of fire, so I would guess the aggro is transferred to you.

    This would have to be the case with the bombs, since after they deal their damage they are no longer around to draw aggro anyway.
    Yes, Acid mortar draws aggro.It usually happens when your not causing damage to some of the enemies on the screen, or if it hit the mob you set it for.You still get the bulk of the Agro, however, your Acid Mortar can absorb part of it, as well as the occasional Sheild Drone getting pegged.

    The best, and most untalked about benifit from being a Traps Defender, is that Vigilance plays a huge roll, and I find my self with a full, if close to full Endurance bar all the time.Mainly because your mechanical pets do get hit, and they count towards your Vigilance.

    Even using Seeker Drones gives a momentary boost when you use them up close, because it treats them as a team member death.So you get some Endurance returned after they exsplode in range of your Vigilance.

    I first noticed this when I started using my Dark Servant to Tank on my Dark/Dark Defender.When it would get hit, it would give my vigilance a boost, and was very helpful, as long as he got hit on occassion, id get the buff until it spammed its heal.

    As for the high recharges?Cant say they bother me yet.They where slightly annoying at lower levels, but now its perfectly fine.

    I havnt worked up enough levels to grab up Hasten just yet, but my Acid Mortar, Trops, and Poison Trap, all have a 45 second timmer due to 3 Recharge SOs.Trops dont have any enhancers in it, I worry about that later.

    Even on a Full team, not only does the speed in which the traps them selves recharge not become a issue, youll find people dragging a 2nd mob onto your traps because they get up the nerves to face more while im on the team, so the Traps get extra Targets before I need to resummon them, and by the time the Acid Mortar dissapears, im recharged anyhow.

    Latley, iv been becomming popular on teams.I get recruited, and they pick up a EMP and a Thermal, and exspect heals, which is fine, its there capability to do so.

    I acctually made a Controller that was a Ice/EMP, wanna get another character, because he was, and I quote, "Can I get another character?Im bored, and barly healing anyone."

    Normally on a Team, you see the people with AoE heals popping them off very often, but I provided excellent protection from my Traps, and the FF Drone, that I was litterally complimented by 3 members of the Team at the good job I was doing.It was a proud moment!

    People that have played with me on a team, have made teams, and recruited me, and didnt bother to look for a healer, because Traps/Anything, is that good!

    Now, I havnt reached my Bombs just yet, but im close.If they are anything as easy to set up as my other traps in a fight, or before one, then I have no dout that itll be just beautiful.

    What I find my self itching to try is not just Trip Mine, but Time Bomb!

    I run a Traps/Rad, and the full damage potential will be realized when i get Time Bomb, and then my level 38 Rad NUKE!

    Place all your traps, they come running after you nail someone in the mob with a Proton Volley.They slam into your Trops, you unload Irradiate, then move back and cone them, and then, use your Nuke!Seconds later, the time Bomb Goes off!KA-BOOM!

    You dont have to worry about your endurance being drained so much as a Traps either.Your defense is still up because of the Drone, your Mortar is still up, collecting some messure of aggro, and by the time you can gain endurance, itll get full fast due to Vigilance from your summoned mechanical pets.That is assuming you didnt just kill everything.
  9. Well, I run a Traps/Rad, and I absolutly love it.

    My mix does the goodness Traps offers, and my Rad Blasts take down the mobs Def%, damage is decent, with plenty of AoE to back it up.

    In the case of Traps/Ice, youd be adding massive toggle stopping, and slows to mobs on top of your Traps.Not to mention the damage is good, as well as large AoE patches with your Ice Storm and Blizzard powers.

    I see a Traps/Ice doing insanly hard missions solo.My Traps/Rad, im unsure of its potential, and almost regret taking Rad Blasts, but it hasnt dissapointed me yet.That and the fact that Proton Volley is the sexiest mob puller out there!

    Traps/anything is a awesome mix.
  10. Ok, I get that its cool and all the some people have 2, 3, or maybe more computers.They log on 2 seprate computers, make 2 diffrent characters, or 2 of the same character, to have a self twin combo, which is fine in concept, but usually a bad thing when they want to team.

    Im curious as to what makes people that do this, belive they can handle the focus of 2 Characters at once?They usually do a poor job controlling to characters, because its not possible for 99% of people in general to do such a thing, and would take special keyboard set ups to allow you to fully use 1 on each hand, then your attention would get diverted if lag hit one computer, and one of them went in another direction.Then recharging toggles, HPs, Endurance, ect.Theres just alot of variables and things to pay attention to.

    Not saying its impossible, im saying its highly improbable.

    Iv gotten into the habit of leaving a team when 2 people join, or the team leader makes me, and everyone else aware that he is Dual Boxing.Thats asking for team wipes, I have never been on a team that had a player Dual Boxing, and NOT had a team whipe.

    I dont often run into this, but when I do, I get irritated, am I wrong to be bothered by this?
  11. Hi there, I belive that a players overall AT choice, and even choices in the power sets they play, give a idea of what kind of player/person they are.

    Without starting a debate, or heated argument over this chain of thinking, I find that many people are like minded, more then they would want to admit.

    My current Roster for my characters consist of the following AT, Power Set Combonations, and Themes.(Leaving out names.)

    Defender - Dark/Dark - level 35 - Atlantean Themed Costume, with Blue Hued Power Sets, giving it a Water Magic look.Iv recived alot of compliments on the theme.(Magic Origin)

    Defender - Traps/Rad - level 24 - Full Robotic Themed Costume consisting of Cyborg, as well as a Blue hue to the armored plating and gears.Rad Blasts have been recolored to look "Brighter" and more Bluish with a green tint.(Tech Origin)

    Controller - Earth/Sonic - level 26 - So far, not much on the Theme, but he is 8 foot tall.I tend to work in a Theme later if they make it past level 15.The name is always something I take serious consideration for, just in case I like the character.This ones a little difficult though.(Magic Origin)

    Scrapper - Claws/Invln - level 23 - This one is my Vangaurd Themed Toon.I havent leveled it up enough to get the Vanguard costume parts yet, but its on the to do list.(Natural Origin)

    Tanker - Fire/Fire - level 28 - This one is my half Cyborg, half Science experiment gone wrong character.He is a Lizard Cyborg with a tail, and the fire sets have been colored to match the old schooled green radiation of the Defender Rad sets.(Science Origin)

    Blaster - AR/Dev - level 20 - This one is my Tech Geek, with some Cyborg Implants, and electron costume parts.Traditional old school Multi-Gun costume piece, and well, he is what he is.(Tech origin)

    These are my mainly used for the moment, others I have been looking towards building, will come later.I have plenty of spots left.

    Maybe this list is a bit to exsplainitory, but, its what makes game play fun for me.In short, the list is.

    Dark/Dark - Defender
    Traps/Rad - Defender
    Earth/Sonic - Controller
    Claws/Invln - Scrapper
    Fire/Fire - Tanker
    AR/Dev - Blaster

    So whats your list comprise of?

    You can give a short, to long list list I did.I find what people play interesting for the most part.I build mainly for theme, but its all in what you want.

    So whatcha got?
  12. Quote:
    Originally Posted by Starflier View Post
    Yeah, no, I really can't recommend that combo. I tried it for awhile on my MA/Fire and it just isn't worth the effort to make Burn effective. Teamed up, you can often make spectacular use of Burn, but while solo it's just too much time/work invested to make it work. Just hit 49 on my MA/Fire and I'd highly recommend it.

    I also think perception gets skewed for people who visit the forums. Running around in game, people have all sorts of crazy builds and combos, but on the boards it's mainly about getting the best builds possible.
    Did someone forget Dragon's Tail used with Burn?Given enough Global Recharge, both could be spammed.

    By the way, a MA/Fire Scrapper is anything but weak.
  13. I kinda wish they had EA for Scrappers.Im not totally one for chasing the Fury bar, but I will if I have too.
  14. I personally cant wait for my Traps/Rad's NUKE!

    Its just SEXY!
  15. Wow, ok, theres alot of hate being thrown my way for posting this.

    First off, to Tonality, have you ever been told you rub someone the wrong way?

    I have no idea this has been posted over and over, not to mention the fact that I dont go back 6 months, 1 year, 2 years, or however far back the posts where.I dont care to read that far back, mainly because the game changes alot, and if it isnt current, im not interested.

    So to whine about me whining is even more unproductive, and to point you out Tonality, this wasnt a "petition" of any kind, it was a request/rant that doesnt have to be answered, or even replied to.It was a short exsplination of the angst I feel when being singled out playing Defenders.

    Just the "Fact" that you kept commng back to continually attack this post, and my self, points out that you have nothing better to do then try and pick a fight with someone.Get a new hobbie.

    Now, for others that wanna know if this was a serious post.The answer would have to be, not really.Im just getting tired of bad players making my gamming experiance lean more towards soloing most the time, due to my favorite AT in the game being the Defender Class.So I ranted, many people do that, and to say you, or others dont, is rather foolish.

    To some that accuse me of being the team Leader and doing the booting, just to request that I get a Healer Class?That couldnt be any further from the truth.The thought of healing alot of the players I have ran into in this game, would be a dangerous tool in my hands.

    From other posts, I am known for letting people know that I let another player die, or wiped a entire team that told me my build sucks, when it was keeping them alive the entire time.(I get even when I can, and admit it.)

    Simply Put, if there was a Healer Class, and I was on it, id kill alot of people who dont deserve the Heals.

    To answer another question, that may or may not have been asked.Yes, I have alot of pent up aggression when someone tries to tell me I should play something else, when they have no idea what im playing does.I dont like sitting down a player, that may or may not listen, about what I do, and what my roll is.Too many people dont care, so, I educate the best way I know how, by letting them face plant.If one death doesnt get the point acrossed, I let it happen again, by not participating in the defense of that player.

    So, if you wanna attack this post, go for it, I wont be back to check on it.Later.
  16. Quote:
    Originally Posted by Le Blanc View Post
    Wow. And your like kinda new to the game (if your "join date" is an indication of when you started playing). Isn't it a bit soon to be this jaded?
    New Account, but iv been around since CoV hit the shelves.
  17. Fire_Minded

    Im curious.....

    If the Warshades and Peacebringers can keep there toggles up, even when mezzed, like anything else, why are there so few of them now days?

    I always wanted to play a Human Only PB in the past, but never could do it very well, because 1 Mez of any kind, would knock all my Damage Resist Toggles down, and id be completly naked till I got them back up.

    Now, the toggles stay on, and even Dwarf was upped when it comes to damage.Is there a reason why people aviod playing these improved juggernaughts more then they did before?
  18. Ok, iv had just about all I can stand, please make a "Healer" AT for this game!

    Im getting rather tired of jumping on one of my Defenders, or one of my Controllers, looking for a team, and having a few things happen to me when I do.

    1) "Can you heal?", or "Sorry, but we need a healer.", is common place when sending in a /tell to someone asking you to send one in the first place to join the team.

    2) "Sorry, but we need a healer, happy hunting.", when you get grabbed up for a team on your Traps/Rad Defender, and get immediatly booted off because your not a Empathy.

    3) You get the blame when the team faceplants, regaurdless of reason, and usually get a comment from someone about you not being a healer, or needing one.Sometimes a boot willl happen after a single face plant, and get a /tell like the following."Make a real Defender noob!", and we all know what kind of Defender that player exspects at that point, a Empathy!


    This by far isnt the first time iv faced this, nore the first for many others, but its starting to get annoying when I wanna team, and instead, get to travel around Solo because many players think this is another game, where Healers exist.

    Yes, I will say Defenders are broken, and its not there Vigilance to blame at all, it does its job more then most will pay attention to.The main problem with Defenders, is they are Labelled, Shackled, Down-trodden, and put apon for wanting to acctually contribute damage, and other powers that make them shine, not to just be healers like people belive they should be, and suffer the most out of any AT when it comes to being singled out pushed away from being anything but a heal-bot.

    So I ask that it be taken into consideration to make a Pure Healer Class for this game, so we Defenders, and sometimes Controllers, can get a break, and do what we where made for!DEFENDING THE TEAM!
  19. Quote:
    Originally Posted by Another_Fan View Post
    Code:
    how good is AR really and what 2ndary?
    ^^^^^^^^^^^^^          
    Its my be kind to the differently abled day.
    My finger pointing of DORK...has been over ruled.
  20. Quote:
    Originally Posted by Calash View Post
    I tend to agree what +def is not a good path for a Fire/, but only due to the lack of and debuff resistance.

    Now as to the Fire/SS synergy it is not just FootStomp that makes them work together so well.

    - FootStomp is a great pBAoE not just for the damage or recharge but also for KnockDown. It is a hight hitting soft control that can pair up very well with Burn or even give you a breather.

    - While a bit less of an effect many of the SS primary powers contain secondary effects that keep things close to you, and from running. Great benefit for Burn, Consume, and Blazing Aura.

    - And the number 1 reason, in my book, for the synergy?

    Rage

    Going SO's alone you can have a near permanent damage boost of 80% along with a very nice to-hit. With a bit of work you get double stacked for a nice 160%.

    Ignoring what this does to Consume and Blazing Aura the way I see it Fire/ brings something to SS that no other primary can. Burst Damage. 240% damage boosting for 10 seconds (if timed right). KO Blow and FootStomp with buffs in that range are a beautiful thing to see.

    With some IO's I can nearly cap my damage without outside help

    Well, yeh, I can agree with the KB and KD of a Fire/SS Tank, mainly becuase I used to play one.It was my namesake, and my first 50 on my old account.(Stom Thacher, Freedom Server, how ya doin!)

    The major diffrence between these 2 Tankers, isnt much other then playing Style.The Fire/SS Can stand safer is some of the rougher mobs, that use Psi and what not, mainly because of the heavy ST damage, and KD power.

    Fire/Fire on the other hand, played correctly, tears everything apart nearly 2 times faster then a Fire/SS Tanker, with more risk of being hurt in the process.

    Although I do miss KO Blow on my Fire/Fire build, the ST attacks of Incinerate, and GFS easly trump its damage, mainly because they both do above KO Blows damage, and you have 2 of them.

    Make no mistake, Fire/SS is one of my favorite combonations on a Tanker, or a Brute, and can give you breathing room with its knock downs, but it cant dish out what a Pure Fire can do in the long run.
  21. Iv been juggling around a Brute build id wanna play, and /SR, /SD, /WP, /Rock Armor sets that are widely used, just dont appeal to me.

    So im thinking of going the Energy Aura route.I dont see anyone touching that set, so I might as well give it a go.(Im on Freedom, so of coarse no one uses it!)

    My only question I have, is what Primary to put with it?Hmmmm, EM/EA?
    Maybe, not sure yet.

    Anyone got any suggjestions?

    Please, leave out the Min/Max part of it.I want a good Thematic match for Energy Aura, not a speech on whats the best.
  22. Quote:
    Originally Posted by dave_p View Post
    In a decent steamrolling/high DPS team, the tank shouldn't be that responsible for the damage, just soaking the alpha and setting up a tight grouping for the AoEs.
    On a Fire/Fire Tanker, you are very responsible when it comes to the damage the team dishes out.

    By math alone, a Pure Fire Tank can out damage ANY Tanker Combo, including the popular SD/Elec.

    If you go with a Fire/Fire/Pyre build, youv got 1 Cone, 3 AoEs, and a serious amount of painful ST attacks.Not to mention Blazing Aura, which does count for alot of damage.Many people ignore the power of a Damage Aura, and build Tankers that simply dont have it.Such as Willpower, Invln, ect.

    As for the Alpha, as you might possibly be wondering when I said it can out damage a SD/Elec build, is simply this.You do Alpha just like the previously mentioned build, the only diffrence, is that you pump up with 2 BUs that total +180% damage before you jump into that mob, and lets say youv got nothing more then Damage SOs for all your attacks(Who wouldnt?), that adds to the fugly Alpha your about to smack that mob with.(Tankers damage cap is achived before entering the mob.)

    The majority of SD/Elec players dont take the time to jump in and grab additional damage, or possibly cant due to the fact they may fact plant, and they end up not doing near as much damage as the poorly looked apon Fire Tank.

    With proper IO slotting for a Fire/Fire Tank, vs the SD/Elec Tank, theres a HUGE diffrence, and the Fire build shines even more.

    With the SD/Elec Build, many people worry about there Def %'s on it, and its survivability vs the already nice alpha strikes it has.The only issue is, that majorly, thats all they focus on compaired to the simpler things the Fire build can focus on.

    With the Fire build, you just slot like iv mentioned before, Recharge, Recovery, Regen, and KB, and youv just upped the damage capacity of that Tank, as well as vastly increased its survivability, and no Def % had to come in play.(Total waste to try attaching Def %'s to a Fire Tank.)

    You fire off your Heal, ST, and AoE attacks even quicker then before, and your Dual BU's are up nearly back to back.Nothing says lovin like firing off 3 AoEs for capped +180% Tanker Damage, then 3 more with the additional 10 seconds remaining and +100% damage boost from FE, then hitting both of these BUs right after that, and continuing that onslaught...wait a second...ITS DEAD!

    NEXT MOB!Same thing.

    It acctually surprises me that Min/Maxers stay away from Tankers of the Pure Fire variety, youd think they would enjoy the power.

    The answer to that, is they are of the mind set a Tankers job, absolutly, no questions asked, has to be Defense, when thats not entirly true, at all.

    One of the ugliest things I hear them say, is IO for Def %'s when it comes to a Fire/ Tank.The second ugliest thing iv ever heard them say, is /SS "Synergizes" very well with Fire/, because of its great AoE capability.Aoe Capability?Last I checked, it only had Footstomp.(I hate the word "Synergize", because most people use it incorrectly.)

    Everyone passes up the fact that Fire Melee has the most AoE damage of any Tanker Secondary.

    I cant imagine playing any other Tanker after playing a Pure Fire Tank.
  23. Quote:
    Originally Posted by Another_Fan View Post
    Just for some perspective here are some comparison numbers. I used ARCH and FIRE as the alternative sets.

    If you take a look at the comparison of fire blast/flares or aimed shot/snap shot you can clearly see the handicap AR has in any single target situation. AR needs much more recharge to get its chain flowing and even then needs much more end to run it. Even if you can manage it you miss the third really hard hitting attack the others have.

    If you want to go AR I'd recommend /MM as the secondary. It has a nicely shaped cone that fits in well with the others without going nutso about the range and gives you one more type of damage. It also has a long range immobilize that has good damage which will help your single target chain and will let you leverage ignite.





    AR
    ACCDMGACTIVATERECHENDRNG
    Burst 1.051.081s 4s 5.290ft
    Slug 1.051.641.67s 8s 8.528100ft
    Buckshot 1.050.910.9s 8s 10.19240ft
    M30 Grenade 1.050.91.67s 16s 15.18480ft
    Beanbag 1.050.20.9s 20s 10.19260ft
    Sniper Rifle 1.252.763.67s 12s 14.352150ft
    Flamethrower 1.31.9362.33s 20s 23.9240ft
    Ignite 2- 4s 20s 5.240ft
    Full Auto 1.352.8544s 60s 15.680ft


    ARCH

    Aimed Shot 1.1551.321.67s 6s 5.280ft
    Snap Shot 1.1550.841s 2s 3.53680ft
    Fistful of Arrows 1.1550.911.17s 8s 8.52850ft
    Blazing Arrow 1.1552.5851.83s 10s 10.19280ft
    Aim 1- 1.17s 90s 5.2-
    Explosive Arrow 1.1550.91.83s 16s 15.18480ft
    Ranged Shot 1.3862.764.67s 12s 14.352150ft
    Stunning Shot 1.1550.251.83s 20s 10.19260ft
    Rain of Arrows 1.6- 4s 60s 20.79999990ft


    FIRE

    Fire Blast 11.481.67s 4s 5.280ft
    Flares 11.011s 2.18s 3.69280ft
    Fire Ball 11.261s 16s 15.18480ft
    Rain of Fire 2- 2.03s 60s 2660ft
    Fire Breath 1.21.7552.67s 16s 15.18440ft
    Aim 1- 1.17s 90s 5.2-
    Blaze 13.021s 10s 10.440ft
    Blazing Bolt 1.23.484.67s 12s 14.352150ft
    Inferno 1.47.5483s 360s 20.799999-
    Thank you Bill Nye, for this not so interesting, and unasked for information.Read the words "Pairing a 2ndary to AR/", these are "Primary" set that your slapping up there.The OP didnt want "Primary" sets, he asked for "Secondary" set.

    Congradulations to your lack of perception...dork..
  24. Quote:
    Originally Posted by Malohin View Post
    I run with a "theme" supergroup on Champion: The TechKnights. (Identical power-armor, all AR/Dev.) Our Motto: Got Problems? No worries--We Brought Bullets!

    As you might expect, we like AR, and think AR/Dev rocks.

    Our experience supports this, as we are currently running a group in the 45-50 range and tearing up everything we meet. Those grindy "Defeat all" missions are quickly completed in a continuous hail of bullets, "click the glowie" or "find the hostage" missions are push-overs, Elite Bosses and Arch Villians can't hit us and just melt. That annoying 10-minute timed mission? Done in less than four. Shadow Hunter? Couldn't touch us. Anti-Matter & Synapse? Fell right down. Two Kronos Titans? Took a while, but that was fun!

    Generally, we approach a problem in one of two ways: Run-and-Gun or Ambush.

    Run-and-Gun is: a brace of Smoke Grenades, followed by one Trip Mine (in case we need to fall back), Caltrops on "our side" of the Trip Mine (Bad GuysTrip MineCaltropsUs), and then Full Auto. At lower levels, open with Snipe, M30, etc. A touch of clean up, and you're ready to move on. If you slot Full Auto for Recharge, there's a fair chance it will be up just in time for the next group.

    Ambush is: Smoke (keep it coming), Trip Mines (until the first one down cooks off), Time Bomb, (wait for it) then Full Auto. At lower levels, we use Caltrops instead of Trip Mines to stop them from rushing us, and Buckshot/M30 to knock them down.

    In general, there are two major approaches to AR/Dev:

    "I would like to hurt those folks, way over there, a lot."
    Pretty much walk up the AR list, taking everything you can. Don't skip Beanbag--the ability to make one (or more) of your opponents take a number and wait for their helping of bullets is most excellent. I agree with Adeon WRT the love/hate relationship with Snipe. I tend to slot mine with END reduction, Interrupt reduction, Recharge reduction, and then use it every chance I get. Several of the "damage intensive" TechKnights have Snipe but don't get much chance to use it. If anything gets close to you, Ignite stacks nicely with Caltrops and Web Grenade. Flamethrower--meh. Up to you.

    For this approach, there is very little "required" from the Devices side. I wouldn't skip Targeting Drone (I hate missing) and Cloaking Device (I like stealth). If you're focusing on Damage, Gun Drone is a nice "cherry on top."


    "I'll wait over here while you blow up."
    This is much more Devices heavy, and requires more attention to set-up and tactics. Unlike the other build, you can't just walk up the Devices list. You'll need to pick some of the AR powers first; Burst or Slug, and Buckshot or M30. Slotting Buckshot or M30 for Knockback or Recharge instead of Damage will help keep the Bad Guys disorganized. Take Full Auto when you can. It will make you smile every time you use it.

    This approach calls for a liberal use of Smoke, Caltrops, Taser/Beanbag, and Trip Mine. You will frequently want to stand right in the middle of your own Caltrops; you can see the Bad Guys get close, start taking damage, then back up. If you slot Caltrops for Slow, they'll be stuck "dithering" just that much longer. The more you can keep them confused and dithering, the easier it is for you to knock them down. If the Boss is bothering you, hit them with Beanbag/Taser while you Smoke/Caltrop/Shoot the Minions. If your Smoke is enough to keep them from hitting you, put down Trip Mines when they turn to flee the Caltrops--they'll be back in a second and trigger the Mine.

    If you have the patience, Smoke a group of Bad Guys and start setting Trip Mines. One at the edge of the group, two steps back and another, two steps back and another, etc. Maybe two at each spot, depending on how big the group is. (Yes, slot for Recharge, not Damage! ) Work your way from the edge of the group back to the nearest choke point or corner. Hit them with the M30, and watch them charge down your Gauntlet of Pain(tm).

    For solo play, either approach works pretty well. The Devices-heavy build is safer, but requires a light, deft touch and patience.

    For teams, well, damage is damage. The Devices-heavy build really contributes to teams with Web Grenade (reducing opponents attack speed), Caltrops (slow+damage+dithering), Smoke (takes the edge off the entre groups accuracy), and Trip Mine (yes, in the middle of combat) but that's mostly pretty subtle.

    All this being said, one of the reasons the TechKnights works so well is how the powers stack with themselves. Smoke is nice, but 8 Smoke is better. Snipe is nice, but 8 Snipes are amazing. Full Auto is nice, 8 Full Auto is awesome! Just... awesome!

    We don't all take the same builds, and not everyone takes Beanbag or Taser (or both) but it's easy to have half-a-dozen Disorient powers (that all stack) going off. Eight Web Grenades? No actions for you! Eight Caltrops? Ouch. Oh, and Trip Mine. Did I mention the 120 Trip Mines? (I think we can get to 160, but that's pushing it.)

    I'd agree with Fire_Minded about Accuracy. Accuracy is one of the subtle strengths of this set. Coupled with the constant barrage of AOE damage, it really stacks up. (Did I metion Caltrop are your friend? )

    I'd agree with Adeon and Fire_Minded about Damage: AR doesn't really have "damage issues," overall. It's doesn't have the same "H-BOMB! KABOOM!" effect some of the other Blaster sets do, but it will generate serious, corridor filling, constant pain for the bad guys. (Slot for END reduction and Recharge and you'll always have a button to push. Note this works well with the current incarnation of Defiance, too.)

    On the other hand, I'd disagree with Adeon about Devices not contributing to group play--see the "For teams" paragraph above for the reasons.

    Also, you can use the recently added "alternate build" feature, and have both builds, if you really want.
    --
    Malohin

    If youll allow a Traps/** Defender, or a **/TA Controller of the Tech Variety, then you just recruited me.

    If not, then I could be perswaded to just bring over my AR/Dev....Maybe.
  25. Well, from personal Experiance, from a none min/Maxed stand point.AR/ works best with Devices.The strength of the AR/Dev combonation is the Accuracy.

    AR its self gets a enherant Acc Bonus, and adding it to Targeting Drones +toHit Buff, you rarly miss.If you place rarly ever missing anything vs other blaster sets, that without the full use of Build Up, can miss quite a bit, making AR/ even out with those sets, if not trump them.(Its horrible when you fire on a +2 to +4 mob when your BU or Aim isnt recharged, and miss most the mob with that Fireball.)

    Not to say other Blaster Sets cant just buy into the Leadership Pool to grab up the +Accuracy power(never take it, so I forget the name), a /Devicer just doesnt need the help with aiming at all.More hits, makes for enemies dying just as fast anyhow, and possibly even more so with the amount of Cones and AoEs AR/ delivers anyhow, largly thanks to its Accuracy.

    From personally playing a AR/Dev upto level 50 in the past, I can honestly say, that if you cant dish out the damage on that build, then something is seriously wrong with how your playing it, or its just not the Blaster type for you.

    Its not uncommon to Drop a Minion with a Sniper Bullet, or damn near kill a Lt., and jumping right behind that tanker, and unloading Flamethrower, Full Auto, M-30 Grenade should really make a horrible mess of the mob in the first place.If most things wont drop from that combonation of Fire Power, then you need another Blaster!

    Not to mention with Devices played and used properly, your rather safe from a distance compaired to other Blasters, that take a chance jumping into the mix and asking to take it right in the face.

    Catrops are your friend!

    I will say, that in Solo play, its rather easy to face down +2/8 man missions w/bosses, and it doesnt take as long as youd think.Setting up a nasty feild of mines, and if your good enough, a propperly placed Time Bomb does wonders.

    Speaking of which.....I did say Catrops are your Friend right?Theres a BIG reason for that!

    Catrops, with max Slow and Recharge, double stacked, can keep a mob that just ran onto them there just long enough to Full Auto them, and watch them fly away after the Time Bomb goes off!TEE HEE!

    Then again, im one of the Wack Jobs that learned how to time that.

    Anyhow, im getting off Target here.Devices is for that Blaster who wants to surprise his enemies, and not miss when he fires off a Cone agenst those +4 baddies in team missions.From personal Experiance, I can honestly say that there where times I was damn near the only person who could hit the baddies in +4 Missions in a 8 man team involving the Shawmen, and Tiki Masked Giants.(The name of those guys slips my mind, havnt fought them in a long time.)

    The Tanker was Taunting, grabbing Agro, and i would fire away, slowly and surely, they died, but from watching the action, and other players, my hits rarely missed.

    So what im standing by is /Dev for a AR/ Blaster, because you never know when you need that accuracy.