Master of Cones (tm)! The I6 AR/NRG Blaster Guide
From a deadboy_champion post:
Blaster: Energy Manipulation: Bone Smasher (100% chance of dropping one toggle, 75% chance of dropping a second toggle 50% chance of dropping a third toggle)
Blaster: Energy Manipulation: Energy Punch (100% chance of dropping one toggle, 20% chance of dropping a second toggle)
Great guide - this is my newest Blaster combo, and it's been fun for the first 11 levels. I have to say I've done a fair amount of soloing, but I can see how that will shift as he gets "older."
I have enjoyed the grenade...to a point. But I probably will respec out of it. I wish I knew how the Council used it so effectively...
Ignite Addendum
I have created a bind for Ignite by tweaking the TP bind in TopDoc's Movement Guide. It takes one step out of the Ignite process. You normally have to (1) click the power, (2) target with the recticle and (3) click again. By using the bind it works by (1) targetting with the mouse sans recticle and (2) pressing ctrl&lbutton at the same time.
Since I already use lshift for the TP bind I have chosen ctrl for Ignite.
/bind ctrl+lbutton "powexec_name Ignite"
You will only see the targeting recticle if you exceed the range of where you can lay the Ignite patch.
*bump*
Hmmm. This gotten me thinking about retiring my poor mid-level AR/Dev until things change, and putting together an AR/Nrg instead. I'm missing Build Up, I'm missing a blap, and Boost Range sounds just spiffy. Hmmmmm.
Why do you take swift first, though? I'd think you'd want to pick up Hasten quickly, and leave the small speed boost from swift for later....
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*bump*
Why do you take swift first, though? I'd think you'd want to pick up Hasten quickly, and leave the small speed boost from swift for later....
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I teamed in a SG with toons that started at lvl 1 and we leveled past the single digits so fast it really didn't matter that much. No grand scheme reason. Hasten could easily be first and probably should.
Did you choose the Electric APP because of the cone attack?
You make some good points with your build but you miss you real opportunities. These are in no certain order.
M30 Gernade - ok, it does scatter KB. However, Build Up + Shotgun + M30 Gernade = Dead Blue Minion Spawn and below (and this is with training origin accuracies slotted out... I dont touch damage until DOs arrive). This will allow you to blow your way to flamethrower by sweeping Hazard Zones. Do you keep it is another matter entirely. If you respec in the later game then drop it, but it will still serve you as a last damage push after dropping the seriers of AoE Cones. I also love it as a panic button in emergency situations. You (or your team) is in retrograde operations (retreat), drop a gernade in the enemies lap. The scatter knockback will sew a little chaos in the enemies at you beat feet. M30 Gernade + Boost Range = completely safe AoE Damage. It is also useful in a bad pull, just find a corner. 1st enemy sticks his head out around the corner and BAM!, all his friends running close behind all get hit for the AoE too. Now you sweep around the corner and rain death on them with the cones while they are trying to pick themselves up off the pavement. If all you want is cone attacks then this does not fit the build. If you want to put as much damage as possible downrange toward a target(s), I would rate this higher than a "2".
Power Boost - oh is this a great power. All I have to say is get the Medicine Pool and use Power Boost. +100% to Stimulat, Aid Other or Aid Self is just to nice to pass up. As an AoE Blaster your three biggest concerns are Endurance, Health and Aggro. You can manage the Endurance with Conserver Power and Stamina. Power Boost + Aid Self will help manage the Health. If you hit them with all the AoEs you won't have to worry about the aggro, dead men don't shoot back. This deserves at least a "3" in the usefulness scale. It earns its pay with Power Thrust, Bone Smasher, Stun, Total Focus and Beanbag. The Medicine pool is just gravy.
Burst - why take it? If you put 2 recharges in Slug it will be back up almost as often as you need it. If you went SuperSpeed and have Haste slotted, then it will be up as often as you need it (unless your need is a semiauto slug power). If you want single target damage hit em with slug or pop em with Bone Smasher/Power Thrust (and that is in the lower levels). Personally I would rather lay the hammer down on the whole group then pull one by one (we are AoE damage dealers here, we want the spawn not just Fred or Barney). Giving Burst more than a "2" is a disservice to the rating scale.
Unconventional Tactics (ie not the Cones/AoE)
Beanbag + Stun does lock down a boss. Power Boost + Bean Bag + Stun = doing whatever you darn well want to a boss. Drop Bone Smasher and/or Total Focus in the mix and the boss will probably never look at you ugly again.
Stun/BeanBag on a LT or below followed by Bone Smasher and Power Thrust is a stunned LT way over there about to get a Slug dropped into his chest.
Now, I know we are all about the AoEs but sometimes you want take someone out of the action fast. Tsoo Sorcerers, Sappers, you get the picture... you dont want them doing what they do best. Boost Range + Beanbag (if you cant kill them outright with a Boost Range + Snipe + Slug) will draw the lower level threats to you and leave the uber threats far behind the front line action. You can then take them out at your leisure.
You have a great guide, I think you just need to look a little beyond the Cones.
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Did you choose the Electric APP because of the cone attack?
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Yep.
The Electric cone has the same damage and range numbers as Buckshot. It's nice to mix in energy damage and with Hasten or Speed Boost you have very little down time in a ranged, AoE attack chain. As for the rest of that APP...the hold is nice and looks awesome. The armor is great. EMPulse is mostly a letdown. It's recharge is just way too long to depend on it for anything but an "Oh $#@!" button.
If I were going to solo a lot though...I'd probably go with Personal FF & Force of Nature. FoN is just scary. My SG's Ice/NRG Blaster uses it to wade in to sure death and survive.
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You make some good points with your build but you miss you real opportunities. These are in no certain order.
M30 Gernade - ok, it does scatter KB. However, Build Up + Shotgun + M30 Gernade = Dead Blue Minion Spawn and below (and this is with training origin accuracies slotted out... I dont touch damage until DOs arrive). This will allow you to blow your way to flamethrower by sweeping Hazard Zones. Do you keep it is another matter entirely. If you respec in the later game then drop it, but it will still serve you as a last damage push after dropping the seriers of AoE Cones. I also love it as a panic button in emergency situations. You (or your team) is in retrograde operations (retreat), drop a gernade in the enemies lap. The scatter knockback will sew a little chaos in the enemies at you beat feet. M30 Gernade + Boost Range = completely safe AoE Damage. It is also useful in a bad pull, just find a corner. 1st enemy sticks his head out around the corner and BAM!, all his friends running close behind all get hit for the AoE too. Now you sweep around the corner and rain death on them with the cones while they are trying to pick themselves up off the pavement. If all you want is cone attacks then this does not fit the build. If you want to put as much damage as possible downrange toward a target(s), I would rate this higher than a "2".
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As I said, early game I could see using it. I just didn't care for it. In the later game, it's just not needed and just doesn't work with my group and my attack chain.
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Power Boost - oh is this a great power. All I have to say is get the Medicine Pool and use Power Boost. +100% to Stimulat, Aid Other or Aid Self is just to nice to pass up. As an AoE Blaster your three biggest concerns are Endurance, Health and Aggro. You can manage the Endurance with Conserver Power and Stamina. Power Boost + Aid Self will help manage the Health. If you hit them with all the AoEs you won't have to worry about the aggro, dead men don't shoot back. This deserves at least a "3" in the usefulness scale. It earns its pay with Power Thrust, Bone Smasher, Stun, Total Focus and Beanbag. The Medicine pool is just gravy.
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Aid Self + Power Boost = Good Thing. As I said, that build is for a very specific group. An empathy defender always in the group means that the Medicine pool is just not needed. However, there is not a whole heck of a lot of time in normal combat to click Power Boost + Aid Self and not be dead. Blasters live binary (Dead or Not Dead) lives until you start stacking HP boosts from accolades and the APP armors come into play.
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Burst - why take it? If you put 2 recharges in Slug it will be back up almost as often as you need it. If you went SuperSpeed and have Haste slotted, then it will be up as often as you need it (unless your need is a semiauto slug power). If you want single target damage hit em with slug or pop em with Bone Smasher/Power Thrust (and that is in the lower levels). Personally I would rather lay the hammer down on the whole group then pull one by one (we are AoE damage dealers here, we want the spawn not just Fred or Barney). Giving Burst more than a "2" is a disservice to the rating scale.
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Burst is RANGED single target damage. I currently have Buckshot slotted with 2 recharge and it's still not enough when I need ranged single target damage. It means that I can get runners without having to leave a prime cone position. It's definetly not the greatest power but there aren't any other choices for ranged single target damage. It's a good pulling power as well since KB from the other single target powers aggros groups.
I do plenty of blapping as well but my main role is ranged damage.
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Unconventional Tactics (ie not the Cones/AoE)
Beanbag + Stun does lock down a boss. Power Boost + Bean Bag + Stun = doing whatever you darn well want to a boss. Drop Bone Smasher and/or Total Focus in the mix and the boss will probably never look at you ugly again.
Stun/BeanBag on a LT or below followed by Bone Smasher and Power Thrust is a stunned LT way over there about to get a Slug dropped into his chest.
Now, I know we are all about the AoEs but sometimes you want take someone out of the action fast. Tsoo Sorcerers, Sappers, you get the picture... you dont want them doing what they do best. Boost Range + Beanbag (if you cant kill them outright with a Boost Range + Snipe + Slug) will draw the lower level threats to you and leave the uber threats far behind the front line action. You can then take them out at your leisure.
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Mez the icky Lts? Standard tactics. Stun is just not necessary esp. after you get Total Focus. Total Focus + Vanguard Accolade &/or Power Boost...I don't see how Stun is worth it in the late game.
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You have a great guide, I think you just need to look a little beyond the Cones.
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TY. This guide is information about the powerset, showing the amazing synergy between AR & NRG and what I did in a group. Maybe someday I will revise this to add a more solo/independant version outlook as well...but probably not too soon.
BTW - Wo0t to Cobalt Capybara! He's 2 bubs from 50 and going to hit that on SG nite this Thursday.
I feel odd replying to threads that are fairly old now, but I wanted to thank you for this guide.
In my quest for godly AoE I tried all the general combos. Spine/dark? I felt like a clean-up crew. Fire/fire? Might be nice if I wasn't face first in the dirt. All the generic combos lacked something. Something I now know as CONES! Seriously, the game is much more fun when you are lining up cones and unleashing lead-ridden death!
So thank you, for making blasters playable for me.
Thanks. I think most people create guides because of the enjoyment they've gotten out of the game using a powerset and a desire to give something back. That was certainly the case with Cobalt Capybara and me.
CC hit 50 on Oct. 19th and did his first Hami raid on the 21st. I don't know how much PvPing he will be doing as AR/NRG is not a fabulous solo PvP set but I'm gonna see what he CAN do.
I've tried Assault Rifle before and didn't have any real direction with it, so I didn't get very far.
After reading your guide I have a great Idea of what direction I want to go with my new Blaster.
Thank you for contributing such a great guide
Centinull
I had an idea similiar to this not too long ago, mostly I was simply thinking about making the longest range character I could (assault rifle was the primary I chose simply because I've always liked it and wanted to make one).
This sounds like a lot of fun, I'll definitely have to give it a try.
I have been working on my AR/NRG blaster and when playing with the hero planner I noticed it listed Boost Range as having a duration of only 15 seconds while you list it at 30?
Also, what is the actual bonus from boost range, the hero planner lists it as a 75% boost to range, so just under double normal range...
I wondered if you had some actual ingame numbers for Boost Range (so i can update my planner if I need to).
Thanks,
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I have been working on my AR/NRG blaster and when playing with the hero planner I noticed it listed Boost Range as having a duration of only 15 seconds while you list it at 30?
Also, what is the actual bonus from boost range, the hero planner lists it as a 75% boost to range, so just under double normal range...
I wondered if you had some actual ingame numbers for Boost Range (so i can update my planner if I need to).
Thanks,
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iakona has:
+59.6% Range Enhancement to Self for 30 seconds [Ignores Enhancements & Buffs]
See:
http://www.nofuture.org.uk/cox/
Heroes on Infinity, Virtue, Freedom and Pinnacle.
Villains on Virtue.
Over 5000 hours of playtime
49 or so characters; average level 30; 25 levels of PL total across these characters
What a great guide. All the informative stuff along with the creative, witty fluff that makes reading guides such as this entertaining as well as informative. Kudos.
And thank you for helping to give my floundering AR/Energy Blaster direction. He is almost 3 years old yet had no goals in life and meandered through the CoH world as a quasi blapper that liked to snipe. Now that he has inspiration to be the Master of Cones he has a goal in life.
Much appreciated.
Just dropping a note to say thanks for this guide.
Got my Apprentice of Cones (tm) up and running, level 13. Having a blast so far. Some thoughts and questions:
1. M-30 grenade is very helpful when teaming with a tank that can manage aggro.
2. Endurance is becoming an issue in the teens (big surprise). the M-30 is part of that.
3. I have not taken any /nrg powers yet except power thrust and build up. I am really reluctant to use powers that put away the frankengun.
4. When Boost Range comes online, are you finding that its activation and gun re-draw is a hassle or interruption?
Thanks for the great guide!
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Got my Apprentice of Cones (tm) up and running, level 13. Having a blast so far. Some thoughts and questions:
1. M-30 grenade is very helpful when teaming with a tank that can manage aggro.
2. Endurance is becoming an issue in the teens (big surprise). the M-30 is part of that.
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M30 isn't bad early on, but since it's KB is radial, it can work against the cone attack you'll want to setup. If you can make it work, do so, but it'll be a chore.
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3. I have not taken any /nrg powers yet except power thrust and build up. I am really reluctant to use powers that put away the frankengun.
4. When Boost Range comes online, are you finding that its activation and gun re-draw is a hassle or interruption?
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Contrary to popular belief, redraw does not delay attack times. If you attack with an unslung rifle, versus drawing one by attacking, the time taken is the same. Don't hesitate to take powers from your secondary for fear of redraw, it's all in your head.
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Thanks for the great guide!
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I've been meaning to write one myself.
Agree with Nod.
We are part of an "once inna while" SG that plays 1-2 times/month. Must be AR/* or Archery (Primary or secondary).
When 2 AR/Dev (with Cals, etc) hook up with 2-3 of the AR/Energy "Mega-Blasters of Killer Cones" it's quite amazing. Great guide - most of the AR/Energy are using it, or pretty close to it.
FWIW, We started in September (I think) and we're now L23-L27 or so; not bad for 'periodic' alts on a new server to most of us.
Anyone out there have a updated I9 IO-set AR/Nrg build? It's sad to see that this build gets no love.
I just wanted to say this is a great guide. It inspired me to roll up my AR/Nrg.
I however disagree with the lack of love for the M30 and Ignite. Both powers are great for getting mobs off of you, and do decent damage. It's true that both disrupt your neatly lined up mobs, but once they start charging you their formation matters less.
A M30 at the end of your cone chain may just be what you need to finish them off. It's also usefull to keep mobs off their feet. Ignite can be used to block doorways or to deter mobs from entering melee with you.
Pre-Full auto they can be life savers, and if you've had them all along chances are you will still use them post Full auto as well.
Centinull
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Contrary to popular belief, redraw does not delay attack times. If you attack with an unslung rifle, versus drawing one by attacking, the time taken is the same. Don't hesitate to take powers from your secondary for fear of redraw, it's all in your head.
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I'm curious where people got this idea from. I've done arena tests, and between two side by side computers hitting attack at the same time, the drawn weapon always hit first. It wasn't by terribly much, but it was noticeable.
I've just started playing again and an AR/Nrg build that Agent Virgo helped me put together is getting put back to work. It's been awhile since I played him so I gave him a minor respec (dropped Stealth for CJ w/Unbounded Leap + Stealth IO and replaced Slug with Burst). The build is a lot fun to play and as long as I don't push my limits too hard, I won't face plant (though I expect to earn all the "Damage Taken" badges )
Anyway, my build is not the Master Of Cones but rather the AoE King. M30 Grenade is a great finishing move and on higher level mobs, it is the "3" in the 1-2-3 punch of FT, Buckshot and M30.
Here's my build as it sits right now, out to level 50. I'm not 100% sold on the Munitions APP but I like passive armor (won't drop when I am mez'd) and LRM Rocket + BU and a few reds = 1 dead even con spawn. I'll play around with the Blaster APPs on my lvl 50 nrg/nrg to figure out which one I want to go with. I also don't mind getting a little blapping in when the situation requires it. The 3 melee attacks I took give me some soft control and good/great damage. Power Boost is there to help the Stuns on Bonesmasher and Total Focus.
BTW, the Set IOs I list in the build are ones I have already.
Hero Plan by Mids' Hero Designer 1.153
http://www.onthejazz.co.uk/hu/mhd.php
The AoE King: Level 50 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Burst -- Acc-I:50(A), Dev'n-Acc/Dmg:50(3), Dev'n-Dmg/Rchg:50(5), Dmg-I:50(15), Dmg-I:50(29), RechRdx-I:50(29)
Level 1: Power Thrust -- Acc-I:50(A), Acc-I:50(11)
Level 2: Buckshot -- Acc-I:50(A), Acc-I:50(3), Dmg-I:50(5), Dmg-I:50(11), Dmg-I:50(17), RechRdx-I:50(27)
Level 4: Build Up -- RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9)
Level 6: M30 Grenade -- Acc-I:50(A), Acc-I:50(7), Dmg-I:50(7), Dmg-I:50(15), Dmg-I:50(17), RechRdx-I:50(27)
Level 8: Combat Jumping -- ULeap-Stlth:50(A)
Level 10: Hurdle -- Jump-I:50(A)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- Heal-I:50(A), Heal-I:50(43), Heal-I:50(43)
Level 18: Flamethrower -- Acc-I:50(A), Dmg-I:50(19), Dmg-I:50(19), Dmg-I:50(23), RechRdx-I:50(23), EndRdx-I:50(25)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Acrobatics -- EndRdx-I:50(A), EndRdx-I:50(43)
Level 24: Bone Smasher -- Acc-I:50(A), Acc-I:50(25), Dmg-I:50(31), Dmg-I:50(31), Dmg-I:50(37), RechRdx-I:50(37)
Level 26: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(40)
Level 28: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(46), RechRdx-I:50(50)
Level 30: Super Speed -- EndRdx-I:50(A), EndRdx-I:50(34)
Level 32: Full Auto -- Acc-I:50(A), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(33), RechRdx-I:50(34), RechRdx-I:50(34)
Level 35: Boost Range -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36), EndRdx-I:50(36), EndRdx-I:50(37)
Level 38: Total Focus -- Acc-I:50(A), Acc-I:50(39), Dmg-I:50(39), Dmg-I:50(39), Dmg-I:50(40), RechRdx-I:50(40)
Level 41: Body Armor -- ImpSkn-Status:30(A), Aegis-ResDam:30(42), ResDam-I:30(42), ResDam-I:30(42)
Level 44: Sleep Grenade -- Acc-I:50(A), Acc-I:50(45), Sleep-I:50(45), Sleep-I:50(45), RechRdx-I:50(46), RechRdx-I:50(46)
Level 47: LRM Rocket -- RechRdx-I:30(A), RechRdx-I:30(48), RechRdx-I:30(48), Dmg-I:30(48), Dmg-I:30(50), Dmg-I:30(50)
Level 49: Swift -- Run-I:30(A)
------------
Level 1: Defiance
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Master of Cones (tm)! The I6 AR/NRG Blaster Guide by Captain IcyHot
AR/NRG is the best AoE set in the game. Period. It takes time to achieve uberness but once you are Master of Cones (tm)!, the world will stand up and take notice. The /NRG secondary utility powers have great synergy with AR and /NRG adds devastating melee attacks as well.
There are four requirements to be a true Master of Cones (tm)!:
Buckshot
Flamethrower
Full Auto
Boost Range
Everything else is optional but these powers are the reason to be an AR/NRG, AoE attack specialist.
There is so much flexibility in AR/NRG that my personal build for Cobalt Capybara has continually mutated throughout the game because of experimentation and what was most useful for those levels. I highly recommend that you plan on respecing into different builds as some powers are very useful in the early game and not that great in the mid to late game. Considering the frequency of design vision changes, I would guess that more free respecs would not be too unlikely.
Primary Power Set - Assault Rifle
Burst (1)
Brawl Index: 3.00 Lethal
Endurance Cost: 5.202 pts.
Recharge Time: 4 sec.
Activation Time: 2 sec.
Range: 90
Features: 4 tick DoT (~2 sec.), -Def, +5% Accuracy
Burst is a part of a great 1 - 2 punch with Buckshot. Later on you will be focusing on AoE attacks and this becomes a so-so attack. It is the only single target attack in AR that doesnt have KB so this is your pulling attack if you dont have TP Foe. It is also great as an interrupter for pet droppers.
Master of Cones (tm)! (MoC) 1 to 5 rating: 3
Recommended slotting: 1 ACC, 3 Dam, 1 Recharge
Slug (1)
Brawl Index: 4.56 Lethal
Endurance Cost: 8.67 pts.
Recharge Time: 9 sec.
Activation Time: 2 sec.
Range: 95
Features: Knockback, +5% Accuracy
This IS your ranged single target attack. You will use this while waiting for your mighty cones to recharge. A great attack throughout the entire game. Do not use this to pull as the knockback element will alert the entire group of mobs to your presence.
MoC rating: 5
Recommended slotting: 1 ACC, 3 Dam, 2 Recharge
Buckshot (2)
Brawl Index: 2.52 Lethal
Endurance Cost: 10.404 pts.
Recharge Time: 8 sec.
Activation Time: 2 sec.
Range: 40
Cone Degree: 30
Features: Cone, Knockback, +5% Accuracy
Your first cone and first step on the road to Master of Cones (tm)!. This is a short range, wide cone attack that will serve you well. Ignore those concerned about knockback, cones are your calling.
MoC rating: 5
Recommended slotting: 1 ACC, 3 Dam, 2 Recharge
M30 Grenade (6)
Brawl Index: 2.49 (1.6683 Lethal, .8217 Smash)
Endurance Cost: 15.1725 pts.
Recharge Time: 17 sec.
Activation Time: 2 sec.
Range: 80
Features: Targeted AE, Knockback, +5% Accuracy
I have used this power only on test and really didnt like the chaos it created. This knocks stuff all over the place instead of away from me like Buckshot. The MoC is against scatter so this gets a pass. However, its an AoE that you can get early so it could be useful in the pre-Full Auto game. I plan on getting it at lvl 49 and slotting it with KB for sheer silliness.
MoC rating: 2
Beanbag (8)
Brawl Index: 0.56 Smash
Endurance Cost: 10.404 pts.
Recharge Time: 20 sec.
Activation Time: 2
Range: 60
Features: Disorient (100% Mag 3), +5% Accuracy
A must have attack for the solo blaster. Nothing flashy. Click and disorient with token damage. For the Master of Cones, this is a later pick.
MoC rating: 3
Recommended slotting: 2 ACC, 2-3 Disorient, 1-2 Recharge
Sniper Rifle (12)
Brawl Index: 7.68 Lethal
Endurance Cost: 15.606 pts.
Recharge Time: 13 sec.
Activation Time: 5 sec.
Range: 120
Features: Interruptible, Knockback, +25% Accuracy
Had it. Used it at the beginning of a fight and then it sat unused until the fighting was over. That irritated me so I respeced out of it. Once I got Boost Range the fun returned. For the solo blaster, a very good power to start off a fight. For the Master of Cones, loads of Boost Range fun. Popping a mob that you have targeted and cant even see anymore because of the distance is fun.
MoC rating: 3
Recommended slotting: 1 ACC, 3 Dam
Flamethrower (18)
Brawl Index: 5.3336 Fire
Endurance Cost: 21.675 pts.
Recharge Time: 20 sec.
Activation Time: 3 sec.*
Range: 40
Cone Degree: 45
Features: 8 tick DoT (~8 sec.), Cone, +30% Accuracy
Great damage and get to mix Fire with your Lethal now. SLOOOOOOW DoT. So slow that even though the minions that you hit with it are going to die, they can still take you down with a couple of shots apiece. It leaves you rooted for about 3 secs. I like to think of rooting like flipping the bird to a bunch of bikers and then standing there defiantly as they stampede toward you. Very brave but occasionally quite painful. This is cone #2, a very wide cone and its the next step on your road to becoming Master of Cones (tm)!
MoC rating: 5
Recommended MoC slotting: 1 ACC, 3 Dam, 2 Recharge
Ignite (26)
Brawl Index: 6.666 Fire (.2222 per tic)
Endurance Cost: 5.202 pts.
Recharge Time: 4 sec.
Activation Time: 2 sec.*
Range: 30
Features: 30 tick DoT (~12 sec.), Small AoE Storm, +100% Accuracy
This is a storm type of power similar to Burn. Set and forget. Unfortunately, it also has the fear element so mobs will run out of it as soon as they can. With AR/NRG, you have no reliable way of keeping them in your very small fire patch. The only way you can really take advantage of this power by yourself is to use Air Superiority and chain Knockdown + Ignite. If you regularly team with controllers or tackle tons of AVs this can be a great power as well. The other problem with Ignite is the very short range and the targeting recticle. Until you get used to it, it can really cut into your DPS as you putz around with targeting Ignite instead of using your other attacks. Since Ignite has a bunch of situational uses its useful but...situational since, soon after you get it, you are firing your attacks from Guam via Boost Range.
On the PvP front, the radius of your patch is too small to interrupt stalkers Hide power and other players just arent going to be caught in it unless they have burned through their Break Frees i.e. it is useless in PvP.
Hmm...thats a lot of text to say that Ignite is a power that requires far too much work for most people to bother with it. Oh well.
MoC rating: 2
Recommended MoC slotting: 3 Dam, 0-3 Recharge
Full Auto (32)
Brawl Index: 8.10 Lethal
Endurance Cost: 26.01 pts.
Recharge Time: 25 sec.
Activation Time: 6 sec.
Range: 80
Cone Degree: 10
Features: 18 tick DoT (~6 sec.), Cone, Critical Hit Chance, +35% Accuracy
I never experienced the glory of a fully slotted, Hastened, pre-ED FA myself but it must have been unbelievable since its really good now. FA can be frustrating at first due to the very narrow cone. Once you get the hang of it AND get Boost Range its fan-freakin-tastic. You will dream of long, narrow, straight hallways . It roots you for 6 seconds and that can feel like an eternity but it is still 1000% better than the nukes, especially after ED. It is just a big cone AoE with a quick recharge and no drawbacks but the rooting. Sounds and is great! You are almost to the summit of Master of Cones (tm)! goodness.
MoC rating: 5
Recommended MoC slotting: 3 Dam, 3 Recharge
Secondary Power Set - Energy Manipulation
Power Thrust (1)
Brawl Index: 2.2222 (1.1111 Energy/1.1111 Smashing)
Endurance Cost: 6.936 pts.
Recharge Time: 6 sec.
Activation Time: 1 sec.
Range: 5
Features: Knockback
I generally consider the 1st no choice power in a secondary as a freebie. This way I dont get frustrated when they are often crap. Power Thrust is actually a nice power from lvl1 to lvl50. 100% KB on all but resistant mobs. Great for making scary things go away or playing KB soccer with your SG.
MoC rating: 3
Recommended slotting: 1 ACC
Energy Punch (2)
Brawl Index: 5.4445 (2.6667 Energy/2.7778 Smashing)
Endurance Cost: 5.202 pts.
Recharge Time: 4 sec.
Activation Time: 1 sec.
Range: 5
Features: PvP Toggle Drop (100%)
Good if you want to Blap a LOT or get in close to drop toggles. Since the MoC is a floating weapons platform in PvP, this gets a pass. It is not a bad attack and gets a lot of negative press but it just doesnt fit into the MoC playstyle.
MoC rating: 1
Recommended slotting: 1 ACC, 3 Dam, 1 Recharge, 1 End Redux
Build Up (4)
Endurance Cost: 5.202 pts.
Recharge Time: 90 sec.
Activation Time: 1 sec.
Duration: 10 secs
Features: 62.5% to hit buff, 100% damage buff
You chose NRG as a secondary, you take Build Up at lvl 4. Period. No other set gets this kind of power this early. With ED, you should easily have the slots to stick 3 Recharges in this one.
MoC rating: 5
Recommended slotting: 3 Recharge
Bone Smasher (10)
Brawl Index: 7.2223 (1.6667 Energy/5.5556 Smashing)
Endurance Cost: 8.67 pts.
Recharge Time: 8 sec.
Activation Time: 1 sec.
Range:
Cone Degree:
Dmg Composition:
Features: Disorient (50% Mag 3)
At early levels, this attack makes you understand the insane mindset of the Blapper. Once you get Bone Smasher you want to run into melee and lay down some serious hurt. Go ahead. I personally like the run-by method. Target a mob with Bone Smasher, Superspeed or Sprint up close and jump past. You should go through the animation as you jump past and are safely out of melee range. Once you get Full Auto, this is reserved for the foolish mobs that get too close. Build Up + Teleport Foe + Bone Smasher is also a great combo.
MoC rating: 5
Recommended slotting: 1 ACC, 3 Dam, 1-2 Recharge
Conserve Power (16)
Endurance Cost: 7.803 pts.
Recharge Time: 600 sec.
Activation Time: 1 sec.
Duration: 90 secs
Features: 50% endurance discount
At lvl 35, the MoC is actually pretty end efficient. The rooting/animations in FA and Flamethrower slows down your button mashing but you are doing tons of damage to many mobs instead of focusing on one. That said, Conserve Power is still too good to pass up. In the early levels (pre-32), you are still doing enough frantic button mashing that a 50% End discount is very appealing. 90 secs of unlimited mayhem..good times. This is not a substitute for Stamina and relying on a very slow recharging click power for your End needs sounds pretty irritating to me. That said, get this at lvl 16 and you can live without Stamina til 22.
MoC rating: 4
Recommended slotting: 3 Recharge
Stun (20)
Brawl Index: 0.6945 (0.4167 Smashing/0.2778 Energy)
Endurance Cost: 10.404 pts.
Recharge Time: 20 sec.
Activation Time: 2 sec.
Range:
Dmg Composition:
Features: Disorient (100% Mag 3)
Its a Melee attack that does token damage and wont mez a boss by itself. Blah. Now the token... Stun and Beanbag can be combined to disorient a Boss. Useful in the days before Total Focus. There. Ive said it. Lets move on.
MoC rating: 1
Recommended slotting: 2 ACC, 1-3 Disorient
Power Boost (28)
Endurance Cost: 7.803 pts.
Recharge Time: 60 sec.
Activation Time: 1 sec.
Duration: 15 secs
Features: ~100% Boost to the following effects: Disorient Duration, Sleep Duration, Confuse Duration, Fear Duration, Immobilize Duration, Hold Duration, Knockback (Knock-Up) distance, Repel strength, Run speed, Fly speed, Defense Buffs, Heal Accuracy Buffs, and Endurance Drain.
I had this power for 7 levels and...well, I ran and flew a little faster for 15 secs a pop. Some people love it and use it primarily to give Total Focus a 20 sec disorient duration. The MoC was too focused on damage to try to maximize disorient duration. This gets a pass.
MoC rating: 2
Recommended slotting: 3 Recharge
Boost Range (35)
Endurance Cost: 13.005 pts.
Recharge Time: 60 sec.
Activation Time: 1 sec.
Duration: 30 secs
Features: 75% Boost to the range of all powers
This is the Holy Grail of the cone user and the reason to pair AR & NRG. It increases the range on EVERYTHING that has range. More range means wider cones. Wider cones mean more mobs affected. More mobs affected means more orange numbers for you and the adulation of all around you. There is nothing finer than unloading on a large group of mobs with Flamethrower, Full Auto, Buckshot and having the rest of the group go .....Wow. Then doing that every group. You are now truly the Master of Cones (tm)!
Boost Range is also great with the Teleport pool. An /NRG Blaster with TP and Boost Range is the fastest toon in the game.
BTW - This is perma with 3 recharges and what I have on auto during a fight.
MoC rating: 16
Recommended slotting: 3 Recharge
Total Focus (38)
Brawl Index: 9.8889 (2.7778 Smashing/7.1111 Energy)
Endurance Cost: 18.6405 pts.
Recharge Time: 20 sec.
Activation Time: 3 sec.
Range: 5
Features: Disorient (100% Mag 3, ~80% Mag 4)
The MoC is a ranged AoE specialist. We avoid melee when possible. ...but this is Total Focus. You must take it or I will mock you until you cry. A HUGE melee attack with a boss level mez. Take it...take it now!
MoC rating: 5
Recommended slotting: 1 ACC, 3 Dam, 2 Recharge
Pool Power Comments
I recommend the Concealment, Fitness, Flight with Speed or Teleport pools for the MoC. Here are a few comments about all of the pools.
Concealment: Stealth
Stealth is pretty much a necessity for a Blaster. Ive had Grant Invisibility but didnt care for the buff bot role. A Blaster is supposed to blast. I loved Phaseshift before but dont care for it now that it turns off after 30 secs.
Fitness: Swift, Health, Stamina
Its the Fitness pool. Take what you want to get Stamina. It really doesnt matter that much for a Blaster but Swift helps with cone positioning when on the ground.
Flight: Hover, Air Superiority
Hover is a terrific tool for positioning and avoiding melee in PvE and PvP. Air Superiority is the only way an AR/NRG blaster can take full advantage of Ignite without help from other players.
Leadership: None
Tactics can be nice for +perception in PvP but the MoC doesnt have enough pools to ever fit this in. If you really want +perception, go /Devices or be an Ice/NRG PvP god.
Leaping: Combat Jumping, Super Jump, Acrobatics
I dont really recommend the Leaping pool for the MoC but Combat Jumpings Immobilize protection is great for a Blaster. Being immobilized for a toon that can create as much aggro as the MoC can be very, very bad. Super Jump is the easiest, most versatile travel power in the game. Acrobatics Knockback protection is pretty much a requirement for a true blapper...which the MoC is not.
Speed: Hasten, Superspeed, Whirlwind
Even though Hasten is not perma anymore it is still a great power. SS + Stealth is a terrific combo for a Blaster in PvE. Whirlwind has some interesting uses for the AR blaster. The spinning animation of Whirlwind cancels out the rooting effect of Flamethrower and Full Auto. When I combined Hover and Whirlwind, if I turned on Hover first I would get the funnel but I didnt spin. I would root then. If I were building a primarily solo AR/NRG Blaster, I would definitely want Whirlwind.
Medicine: None
Honestly, I would rather stick 2 more recharge slots in Rest. A full non-combat heal AND endurance recharge every 90 secs.
Presence: None
Nothing to see here, move along. This just isnt a Blaster pool and far too much work to get a fear power.
Teleport: Recall Friend, TP Foe, Teleport
Recall Friend is the best power around for reducing the amount of time a group waits at the mission door. TP Foe is a better pulling power than Burst for an AR/NRG IMHO as our best single target attacks are melee. Teleport and /NRG is the fastest travel power combo around.
Level 1-50 Walkthrough
Lvl 1-17 - Seeker of Cones
The playstyle is blapperific. Shoot, shoot, shoot, blap, blap, shoot, blap, shoot, shoot, etc. Any blaster with the /NRG secondary is part blapper whether they like it or not. Bone Smasher and later Total Focus are just too good to ignore. The problem is weapon primaries are worse than nonweapon primaries as blappers due to weapon draw/put away animations slowing them down.
Lvl 18-31 - Apprentice of Cones
About 1/2 cones and 1/2 blapper. You begin to learn how to set up your cones and lead with Flamethrower + Buckshot most of the time.
Lvl 32-35 - Journeyman of Cones
Feel the power of the Full Auto, my son. Here is where you practice with an unforgiving cone. The length and width of Full Auto is so different from the cones youve been using for 31 levels that it takes a little while to really master it. Then Boost Range comes in and messes it all up. Boost Range is amazing, dont get me wrong, but your cones keep fluctuating in length. It can easily throw you off.
Lvl 36-50 - Master of Cones
At level 36, Boost Range gets two more slots, perma and is set on auto. You have reached the pinnacle of cone mastery. Now all you have to look forward to are Total Focus and APPs.
Build Examples
I group with the same 6 players 95% of the time. They include 2 controllers, 1 Empathy defender, 1 Tanker and 2 Ice Blasters. Aggro is taunted, held, flopping on ice, holding heads, etc. Life is as good as it can be for CoHs biggest aggro magnet. These are builds for THAT team. You may need to modify them for your own needs.
Here is pretty much how I went through the early to mid game.
Level 1-31 Build
---------------------------------------------
Exported from Ver: 1.6.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: CC-I6-Pre32
Level: 32
Archetype: Blaster
Primary: Assault Rifle
Secondary: Energy Manipulation
---------------------------------------------
01) --> Slug==> Acc(1)Dmg(7)Dmg(9)Dmg(9)Rechg(13)
01) --> Power Thrust==> Acc(1)
02) --> Buckshot==> Acc(2)Dmg(3)Dmg(3)Dmg(5)Rechg(5)Rechg(29)
04) --> Build Up==> Rechg(4)
06) --> Burst==> Acc(6)Dmg(7)Dmg(15)Dmg(27)Rechg(27)
08) --> Swift==> Run(8)
10) --> Bone Smasher==> Acc(10)Dmg(11)Dmg(11)Dmg(13)Rechg(15)
12) --> Hasten==> Rechg(12)
14) --> Super Speed==> EndRdx(14)
16) --> Conserve Power==> Rechg(16)Rechg(17)Rechg(17)
18) --> Flamethrower==> Acc(18)Dmg(19)Dmg(19)Dmg(21)Rechg(21)Rechg(29)
20) --> Health==> Heal(20)
22) --> Stamina==> EndRec(22)EndRec(23)EndRec(23)
24) --> Hover==> Fly(24)Fly(25)Fly(25)
26) --> Beanbag==> Acc(26)Acc(31)
28) --> Stealth==> EndRdx(28)
30) --> Sniper Rifle==> Acc(30)Dmg(31)Dmg(31)
---------------------------------------------
01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Acc(1)
01) --> Defiance==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
32-50 Respec Build
This is Cobalt Capybaras current build. I wanted to maximize Boost Range so I went with the Teleport pool. Its an easy switch back to Speed if you hate Teleport.
---------------------------------------------
Exported from Ver: 1.6.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: CC-I6
Level: 50
Archetype: Blaster
Primary: Assault Rifle
Secondary: Energy Manipulation
---------------------------------------------
01) --> Slug==> Acc(1)Dmg(7)Dmg(9)Dmg(9)Rechg(13)Rechg(15)
01) --> Power Thrust==> Acc(1)
02) --> Buckshot==> Acc(2)Dmg(3)Dmg(3)Dmg(5)Rechg(5)Rechg(7)
04) --> Build Up==> Rechg(4)Rechg(36)Rechg(37)
06) --> Teleport Foe==> Acc(6)Acc(27)Range(27)Range(29)
08) --> Swift==> Run(8)
10) --> Bone Smasher==> Acc(10)Dmg(11)Dmg(11)Dmg(13)Rechg(15)Rechg(46)
12) --> Stealth==> EndRdx(12)
14) --> Teleport==> EndRdx(14)Range(37)Range(37)Range(43)
16) --> Conserve Power==> Rechg(16)Rechg(17)Rechg(17)
18) --> Flamethrower==> Acc(18)Dmg(19)Dmg(19)Dmg(21)Rechg(21)Rechg(29)
20) --> Health==> Heal(20)
22) --> Stamina==> EndRec(22)EndRec(23)EndRec(23)
24) --> Hover==> Fly(24)Fly(25)Fly(25)
26) --> Beanbag==> Acc(26)Acc(31)DisDur(46)DisDur(46)
28) --> Recall Friend==> EndRdx(28)
30) --> Sniper Rifle==> Acc(30)Dmg(31)Dmg(31)Dmg(34)
32) --> Full Auto==> Dmg(32)Dmg(33)Dmg(33)Rechg(33)Rechg(34)Rechg(34)
35) --> Boost Range==> Rechg(35)Rechg(36)Rechg(36)EndRdx(40)
38) --> Total Focus==> Acc(38)Dmg(39)Dmg(39)Dmg(39)Rechg(40)Rechg(40)
41) --> Static Discharge==> Acc(41)Dmg(42)Dmg(42)Dmg(42)Rechg(43)Rechg(43)
44) --> Charged Armor==> DmgRes(44)DmgRes(45)DmgRes(45)EndRdx(45)
47) --> Shocking Bolt==> Acc(47)Acc(48)Hold(48)Hold(48)Rechg(50)Rechg(50)
49) --> M30 Grenade==> Acc(49)KB_Dist(50)
---------------------------------------------
01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Acc(1)
01) --> Defiance==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
Tactics
Cones
A well placed cone is a beautiful thing. A badly planned Full Auto that hits one mob is heartwrenching. As you go through the game you will get the feel for the width degrees of your cone. For AR, Flamethrower is the widest and easiest to use effectively followed by closely by Buckshot and a distant third in Full Auto.
Cones are an artform. Spend a little time setting them up but dont waste all day. If it feels like youve spent too long lining things up, you probably have. If you hit more than one or two mobs the cone has done its job.
Since Flamethrower and Buckshot have the same range they pair very well. Target a mob on the far side of the group you wish to destroy. I try to choose a mob that is stationary if possible. Get about 40 ft away (you will get the feel for this after some practice), click Build Up and Flamethrower, inch forward quickly until Flamethrower engages and queue up Buckshot for a follow up.
When Full Auto is available, if the set up is long and narrow I use FA. If it is short halls/caves or has lots of obstructions I use Flamethrower + Buckshot. I have read many times about ultimate attack chains with Flamethrower + Buckshot + Full Auto in some combination. In my experience, there are very few times in which Full Auto is maximized after the fighting really begins and aggro from the other players causes the mobs to scatter.
Solo
The MoC is not really set up to be a monster solo blaster. It does fine once you have Boost Range since you get to unload a couple of times before mobs can get to you.
If you want to be a strictly solo blaster...pick a different primary/secondary combo. The strength of AR/NRG is in the AoE cones. I consider myself a Damage support AT and the king of the floating orange numbers. That said, if I were taking the set and making a solo blaster I would take ALL the damaging melee attacks in NRG and focus more on blapper tactics. Power Thrust, Energy Punch, Bone Smasher and Total Focus. Shoot your AoE wad and prepare to blap the bosses with NRG melee.
Whirlwind, as stated above, is another power I would seriously recommend for the solo AR/NRG. The 6 secs of rooting in Full Auto can really be painful. Without the rooting, you can fire, run around a corner and avoid a lot of the ranged return fire while you wait for the 6 secs to be over. Teams can get irritated with your swirling graphic/sound quickly so dont leave it on all the time if you do join a PuG.
Hover/Fly is another way to reduce the amount of damage from return fire. Ranged attacks hurt a lot less than melee and often mobs will waste time trying to run to you, climb on things, make a mosh pit under you, etc. instead of firing.
PuGs
Expect from pick-up groups (PuGs) what you expect from pick up games at your at the local outdoor court, Rec center, etc. They can be great, they can be mediocre or they can be filled with morons. The faceless, semi-anonymous nature of a MMORPG doesnt provide a lot of social pressure to play well with others so dont expect anything from other players. Watch and see what they ARE doing, not what they should be doing.
Veteran players pay attention to what other players are doing and what they can do. I always spend my time waiting at a mission door looking at what powers other players have by targeting them and selecting Info. This way I have a better idea what to expect. For example, if an Empathy defender has all his secondary attacks and almost none of his primary powers, I will go stock up on green inspirations and not expect healing...and shake my head.
The MoC does NOT alpha strike in a PuG unless it is exceptional. That is an express ticket to a faceplant. I usually do a couple single target attacks until the aggro is spread out among the other players and then back up and use a cone or two. Also, instead of targeting an entire group of mobs, I often will purposely target a smaller number to keep the aggro manageable. If you are defeated, you arent going to be contributing any more of your damage. Control your aggro. As your comfort with the other PuG members increases, I increase the rate of my cones and my boldness in their use. Debt in missions is gone before you know it but that doesnt mean you should stick around if someone else's stupidity keeps getting you killed over and over.
Remember if you are frustrated or not having fun...quit the PuG and join another.
Acknowledgments
Thanks to all the authors of the AR and /NRG guides posted in the Guides section. They have helped to shape much of the format and content in this guide.
Thank you to the following people for their helpful comments:
NeonMan, Nocturne, Agent_Virgo, deadboy_champion, Fixit, KarmaCop, CthulhuNinja, Arc_Salvo, Fury_Flechette, Dragonkat,
And thanks to the amazing SG with whom Cobalt Capybara has played 95% of his career:
The Elemental Furries (now absorbed into Bob Johnsons Cosmic Avengers for base purposes).