Eleven Bravo's Guide to AR/Devices Blasters!


abnormal_joe

 

Posted

[u]HOOAH!
Eleven Bravo’s Guide to the Assault Rifle/Devices Blaster
[u]

Atten-shun!

As you were. My name is Eleven Bravo! Don’t you forget it! I’ve been fightin’ in one sitiation or another since before you were old enough to fit into your tights! I’m here to make sure that you do not go playin’ around in this, our fair city, and breakin’ somethin’ important!

If you hadn’t guessed it, I’m a Soldier! One of Uncle Sam’s finest sent here to make sure those tight-wearin’ pansies get it right! This is my weapon! It is the COH-06-03 Advanced Assault Rifle. It may look uglier than your high school homecoming date, but it has it where it counts!

Guess whose job it is to show you how to use it right! PUT YOUR HAND DOWN, KNUCKLEHEAD! That was a rhe-tor-i-cal question! Manticore told me to give a class, he didn’t tell me to go answering a lot of useless questions. So, pay attention!

[u]01) --> Burst[u]
[*]Damage(1)[u]
[*]Damage(3)[u]
[*]Damage(3)[u]
[*]Range Increase(37)
This feature of your weapon fires a burst of four rounds into whatever you are aiming at. It’s a quick burst and has a chance of lowering your target’s defenses for a short period of time! I suggest you enhance this rifle with better ammunition, at least three enhancements, and get a longer range installed in it.

[u]01) --> Web Grenade[u]
[*]Immobilize Duration(1)[u]
[*]Immobilize Duration(46)[u]
[*]Immobilize Duration(46)
Every troop in the field is issued a self-replicating web grenade utility attachment for your uniform. These grenades explode and throw a strong, tenuous and very sticky substance all over your target. It doesn’t cause any damage, doesn’t stop your target from attacking, but does stop them from moving and brings down any that might be in the air, not to mention it slows them down a bit why they try to work their way through the goo! I’d suggest enhancing this gear with some form of immobilization duration, those make the goo a little stronger and it takes the enemy longer to break free!

[u]02) --> Slug[u]
[*]Damage(2)[u]
[*]Damage(5)[u]
[*]Damage(5)[u]
[*]Range Increase(37)
Now, back to the rifle! By this security level, you should get the slug attachment enabled on your rifle. It fires a single slug at your foe with slightly more damage and a slightly longer range than Burst, however it takes a little longer for the auto-reload feature to finish, as opposed to Burst. Add to that the chance of knocking your foe backwards, and this is a golden attack for any security level. As with Burst, I’d suggest modifying it for damage at least three times and range once.

[u]04) --> Buckshot[u]
[*]Damage(4)[u]
[*]Damage(7)[u]
[*]Damage(7)[u]
[*]Range Increase(39)[u]
[*]Range Increase(45)
This part of the rifle fires a cone of buckshot pellets at your enemies. It is a good close-range attack with some good results. It can knock your foe on their butt too, which is always an added bonus. Just like Burst and Slug, put three damage enhancements into this, but add a second range. With a little more range, you can keep the attack from getting uncomfortably close.

[u]06) --> Combat Jumping[u]
[*]Defense Buff(6)[u]
[*]Defense Buff(9)[u]
[*]Defense Buff(9)[u]
[*]End Reduction(46)[u]
[*]End Reduction(50)
By security level 6, the brain-boys and girls should have issued you a pair of combat-jump boots. These are standard issue for all American Forces, especially after the war with the Riks. These keep you moving, thus increasing your defense and giving you a little more resistance to immobilizing effects. It offers good air control and moderately increases both your jumping height and distance. I’d personally enhance it with three defensive enhancements, every little bit helps, and probably two endurance reductions to keep the power-drag on your suit systems from becoming too great.

[u]08) --> Aid Other[u]
[*]Healing(8)[u]
[*]Healing(11)[u]
[*]Healing(11)
At security level 8, you should be issued the PP-4 Combat Medical Pack. This little device is the next best thing to packing a first aid kit. At the moment, you are only qualified to heal your buddy. But even then, nothing keeps you in the fight longer than a breathing friend beside you! I’d suggest throwing a couple of recharger enhancements and an interrupt reduction into it. With those you can use it quicker and not have to worry about you hand being knocked away before the bio-sensors can initialize if you are attacked.

[u]10) --> Targeting Drone[u]
[*]To Hit Buff(10)[u]
[*]To Hit Buff(13)[u]
[*]To Hit Buff(13)[u]
[*]End Reduction(15)[u]
[*]End Reduction(15)[u]
[*]End Reduction(17)
At this time, you should be qualified to use the TD-10 Drone Targeting Device. When you activate it, this little device hovers around your head and emits a laser targeting sight, this sight will help you shoot a little better… like that will work, back when I joined, we had to learn to shoot for ourselves, not rely on a toy to buzz around out heads and aim for us… But, that was then, this is now! I’d suggest throwing about three targeting enhancements and three endurance modifications into this. For some reason it isn’t as accurate as it could be and takes a little more of your system power than it should… lousy lowest bidder.

[u]12) --> Swift[u]
[*]Run Speed(12)
Now for some PT! Good for you and good for me! This may look like a simple set of knee-braces to you, but it is actually a highly-crafting running device. Throw this little thing on under your uniform and you can run faster than a road-runner at a coyote convention! Sure you may not be able to run as fast as those spandexed pretty-boys, but you have it where it counts… brains and a big frikkin gun! I’d suggest dropping a running enhancement into this thing just to make it a little better, but don’t waste more than the slot it already has for one.

[u]14) --> Super Jump[u]
[*]Jump(14)[u]
[*]Jump(17)[u]
[*]Jump(19)
The SJ-14 combat-leap system has been going through the test-phase for a few years, but apparently every black marketer on the planet has been offering them wholesale. Well, the government pulled some strings and decided that you will be the next round of guinea pi… I mean test subjects. It’s reliable but also conditional. It requires a certain amount of concentration to work properly and will not help you if you also have to attack. With that aside, though modifying it with three slots-worth of jumping enhancements will let you easily leap from rooftop to rooftop with no problems at all!

[u]16) --> M30 Grenade[u]
[*]Damage(16)[u]
[*]Damage(19)[u]
[*]Damage(21)[u]
[*]Range Increase(39)
The M30 Grenade attachment for the assault rifle launches an explosive round at a long range. The explosion affects everyone within the blast zone and can knock some of the foes off their feet. As with most of your other rifle features, you should give this the standard three damage and one range enhancements.

[u]18) --> Health[u]
[*]Healing(18)[u]
[*]Healing(21)[u]
[*]Healing(23)
The FIT-HEA combat suit is not just a pair of long underwear that might keep you warm under your uniform, it is a combat medical system designed for the best of the best! Fortunately, you are going to be gracious enough to test it for them! It is an automatic system that slowly heals any wounds you whiners might have accrued, without scaring I might add, and even keeps you awake! That’s right, keeps you… grrr… YOU IN THE BLUE, DROP AND GIVE ME 50! NSLEEPING IN MY CLASS! GOT THAT! Where was I, oh right, give it three healing enhancements and you can fight for longer than you previously thought possible, no matter what they shoot at you.

[u]20) --> Stamina[u]
[*]Endurance Modification(20)[u]
[*]Endurance Modification(23)[u]
[*]Endurance Modification(25)
The FIT-STA is an attachment for your weapon power-pack. It will give your weapon some extra power when it is getting low and let you recharge at a quicker rate. Putting three endurance-modification enhancements into it will give it the necessary charge to let you shoot with very little cooldown for reload or barrel cooling.

[u]22) --> Cloaking Device[u]
[*]Defense Buff(22)[u]
[*]Defense Buff(25)[u]
[*]Defense Buff(27)[u]
[*]End Reduction(27)[u]
[*]End Reduction(29)[u]
[*]End Reduction(29)
The CD-20 combat sneaksuit is the snipers best friend. It is a series of attachments over your uniform which let the light bend around you. The egg-heads thought this one up, so don’t ask me how it works. What I do know, is that you will not be seen by the enemy unless you get too close, and even if spotted, they will have a harder time of actually hitting you. If you attack, your muzzle flare will be seen, but most likely by only the enemy you actually attack, leaving the rest unaware of their impending death… I mean arrest. I’d suggest three defense buffing enhancements and three endurance reducing enhancements to give you a little more survivability and combat duration… not because I actually care about you, but because at this point you are carrying more hardware than it costs to build a tank!

[u]24) --> Boxing[u]
[*]Disorient Duration(24)[u]
[*]Disorient Duration(31)[u]
[*]Disorient Duration(31)
Now, back to some old fashioned muscle-power. The FIG-BOX assault gloves are the perfect accessory with any outfit. Why, even my daughter wears them on a date! They are specially weighted gloves that give your sorry little fists a little more power behind them. [censored] to that three disorient duration plate enhancements and one hit will knock a baddie more senseless than a Second Lieutenant!

[u]26) --> Flamethrower[u]
[*]Damage(26)[u]
[*]Damage(31)[u]
[*]Damage(33)[u]
[*]Range Increase(39)[u]
[*]Range Increase(43)
How many of you like a good barbeque? Well, now you get to have one! With the flamethrower attachment to your assault rifle, you can spew a cone of flames setting foes on fire. It is accurate and deadly at medium range, not to mention the look on the Zig guards when the enemies have to be sent to the burn unit before incarceration! This thing should be enhanced like the Buckshot, three damage and two range to give you the best kill zone!

[u]28) --> Sniper Rifle[u]
[*]Damage(28)[u]
[*]Damage(33)[u]
[*]Damage(33)[u]
[*]Interrupt Reduction(40)
Now, for every infantryman’s favorite! The Sniper Rifle attachment to your weapon will fire a very long range, high power shot at a foe. The round can cause your target to be knocked back, but that’s half the fun, right? This shot does require some aiming for the rifle sensors to lock the target, so it might not be that useful in the thick of things. However, with the three damage enhancements that should be common, you should throw in an interrupt reducer to get the lock on faster.

[u]30) --> Stimulant[u]
[*]Recharge Reduction(30)
Your PP-4 Combat Medical Pack should be tuned enough for an upgrade at this point in time. The upgrade is a Stimulant Kit. This combat stim will un-mez and of your allies and leave them resistant to any mezzing effects for a few seconds. This can be a good thing in combat because a higher number of combatants are a combat multiplier! Throwing a single interrupt reduction in this will help you to fire it off on all of your buddies before fighting something able to scramble your thoughts… that is if you have any in there!

[u]32) --> Full Auto[u]
[*]Damage(32)[u]
[*]Damage(34)[u]
[*]Damage(34)[u]
[*]Recharge Reduction(34)[u]
[*]Recharge Reduction(36)[u]
[*]Recharge Reduction(36)
Now for the day you’ve all been waiting for! The Full Auto attachment! You open up with a full auto burst to lay down a massive spray of bullets at your target, and the surrounding area. There is a chance, even with the way you shoot, of a shot hitting something critical! This attachment takes a long time to recharge, so throw in a set of three recharge enhancements with the three standard damage enhancements. Now, your rifle is ready to rock!

[u]35) --> Smoke Grenade[u]
[*]To Hit DeBuff(35)[u]
[*]To Hit DeBuff(36)[u]
[*]To Hit DeBuff(37)
By now, you are probably getting tired of only throwing out Web Grenades, right? Well, now you should have the clearance necessary to upgrade and start carrying SG-16 Smoke grenades. These little baby’s envelope all those in an affected area in a cloud of smoke. Most foes will not be able to see you past melee range. Even if they do see you, such as if you attack them, they will still not be able to see you well and have a real bad time hitting you. Throwing a set of three tear-gas accuracy debuffs into the dispenser will help you to keep them out of the game long enough to retire them.

[u]38) --> Auto Turret[u]
[*]Damage(38)[u]
[*]Damage(40)[u]
[*]Damage(40)[u]
[*]Recharge Reduction(42)[u]
[*]Recharge Reduction(42)[u]
[*]Recharge Reduction(42)
The AT-38 Automatic Deploying Turret is a new invention for the battlefield. It is a stationary ground-based weapons platform with a fast fire rate and an equipped acustomized tracking system. Once the target is locked on, the targeting system will unload a volley of lead into the target until it falls or is out of range. Though this unit is armored, it can still be destroyed. Three damage and three recharge enhancements should keep this little toy at the enemy’s throat!

[u]41) --> Body Armor[u]
[*]Damage Resist(41)[u]
[*]Damage Resist(43)[u]
[*]Damage Resist(43)
The EPP-BA Advanced Infantry Armor is the best on the market. It is tough, dependable, and just what the grunt ordered for all of your protection needs. Sure, it only blocks lethal and smashing damage, but even that is good compared to what you would normally face. Dropping three sheets of defense enhancement armor into it will make it good enough for the toughest fight.

[u]44) --> Sleep Grenade[u]
[*]Sleep Duration(44)[u]
[*]Sleep Duration(45)[u]
[*]Sleep Duration(45)
Another favorite from the EPP Industries is the EPP-SG narcoleptic grenade. This baby is fired from the same barrel as your M30 Grenade, but packs a little more drastic of a punch. It causes a little damage and knockback from it’s initial detonation, but that is only the tip of the bayonet. It releases a gas which causes most things around it to go night-night. Throwing three sleep enhancing capsules into the chemical mixture well will make this potent enough to last most of the fight.

[u]47) --> LRM Missile[u]
[*]Damage(47)[u]
[*]Damage(48)[u]
[*]Damage(48)[u]
[*]Recharge Reduction(48)[u]
[*]Recharge Reduction(50)[u]
[*]Recharge Reduction(50)
Finally, the good stuff. The EPP-LRM is the pinnacle of high damage weaponry. It is a shoulder launched HEAT, that’s High Explosive Anti Tanker, weapon capable of the best sniper shots imaginable. It was first designed by the EPP corporation to take down some of the heavier Malta and 5th Column units, but they found their way onto the backs of heroes all over the city. Throwing three damage enhancing units and three recharging units into this little puppy make it sing! I’d highly suggest using it over and over as nothing beats the sound of large explosions to make you feel alive!

[u]49) --> Caltrops[u]
[*]Slow(49)
Finally, what do you get for the hero that has everything? Well, a good Empathy Defender for one, and caltrops for two! It’s not much, but it will keep your prey from running away from you when you need them to stay planted for some real live target practice! Throwing a slowing enhancement into it is all that is really needed, too.

That’s about it for the primary and secondary selections and slottings of your equipment, so let’s move on to your “inherent” abilities.

[/b][u]01) --> Sprint[u]
[*] Endurance Reduction (1)
Nobody likes a hero that can’t keep up with the group. So, that is why you are going to want to spend every waking minute enhancing your sprinting ability and working on your endurance. That’s right, double time every step of the way!

[u]01) --> Brawl[u]
[*]Damage(1)
Next up, your fist. That’s right, that slab of meat you use to pull the trigger! When in doubt, duke it out! Learn to take and dish out pain and damage with your hands!

[u]02) --> Rest[u]
[*]Recharge Reduction(2)
Finally, rest often. You need to be ready to rest in every moment you need to. A good soldier can curl up in the blink of an eye and sleep no matter the circumstance, you need to learn this also.


With all of this, if you were awake and paying attention, you should have no problems surviving and thriving in this City of Heroes. I have nothing more to teach you. If you have any questions or comments, feel free to either PM me, send me an in-game email (might be a little slow to get it due to my being an altoholic), send me an in-game global tell (@starfire-one), or just post it and I'll get around to it!

Atten-SHUN! Dismissed!


 

Posted

I may slot a bit differently than you do, but no way could I write a more entertaining guide. Two enthusiastic thumbs up!


Infinity
Co-Leader, Paragon City Defense Fleet
Co-Leader, Scions of Arachnos

Captain Cure, Emp/Rad Def
Captain Corruption, Robot/Traps MM
and many many more alts
Altoholics Anon.

 

Posted

Wow. This is certainly an entertaining version of a guide for this particular combo of blaster sets.

But before anyone follows this guide I must say, please save your respec granted on the 12th of December. You're going to need it.

This guide simply has the worst advice on power choices and slotting that I have ever read in a guide. Quite frankly I am hoping this guide was posted as a joke. Please consult any of the other guides written for these sets before following this one's advice.

A big sign in this guide of a lack of understanding of the mechanics of this game is the total lack of slotting for accuracy. I won't go any further with my criticism.

I am sorry to the original poster of this guide for my rough treatment of your advice. I am just trying to help those who might fall victim to it.


 

Posted

/e Clap. If anyone follows this advice id recommend a hero planner so they can see the benefit they'd really get from slotting things this way.


 

Posted

*twitches*

The slots....






Why?


 

Posted

FYI, my AR/Dev character runs out of ammo midway into battle with his present enhancement slots. That's why I plan to put some endurance reduction enhancements to his AR skills. Also, stamina alone will not prevent your endurance from failing and you can never rely on catch a breath inspirations always.

Also I find getting caltrops midway into my build much better than having it as my last skill. I like trapping them in a caltrops field then hitting on them with no worries they'll ran at you and land a solid smack on you. Also it helps me run away from trouble if I'm out of endurance and I need to heal.


 

Posted

Accuracy is covered by the Targeting Drone. I have no problem whatsoever with accuracy. He actually has better accuracy than my Energy/Energy Blaster who has a single SO accuracy in all of his powers.

Endurance is not a problem if you know how to choose your fights. I do not believe in throwing myself at every mob the moment I see them. I actually use tactics, and use my REST power frequently to regain my endurance between fights.

As for the Caltrops power, if an enemy does come too close that is whay Boxing is for. I have a very offensive build.

As to Talesin's comments, I have been playing this game since Smoke Grenade was the best possible power out of any powerset. I've played an AR/Dev blaster longer than maybe a couple of people on my server (Justice). I have at least a basic understanding of the game mechanics and feel comfortable enough not to completely flame or insult him.

I accept his comments, but also should ask that respect be shown to me as I show it ot others. If you do have a problem with it, then simply replace the first slot with an accuracy in the attack powers and move the three damage enhancements down to erase the single range. Basically, replace the Range for an Acuracy.


 

Posted

This was an immensely entertaining guide. Big props for that.

The slotting is more offensive than I am used to but hey, I am going to try them. I got all those veteran respecs if I need to. At least you have a different approach then the cookie cutter of 3 dam, 2 acc, 1 end

I think caltrops though is a very useful power for messing up the attacks of the enemy. At low levels it is often my best friend. Toss those puppies into a crowd and one will shoot you and the other two will waste their time running.

I do wonder about boxing. Does it make you redraw your rifle like it does other weapons?


 

Posted

No Epic powers then?


 

Posted

Munitions Mastery Epics...

Body Armor
Sleep Grenade
LRM


 

Posted

Thank you for the entertaining read!

I think that you are catching some flack from members of the powergaming community b/c of the lack of distinction as to the goals of your build and the suboptimal placement of some of the "extra" slots that leaning heavily on Targeting Drone affords. I won't quibble over the reasons for the choice of Swift over Hurdle or Boxing over Acrobatics or Aid Self, as this is obviously a concept build first, and we (dirty powergamers) have to respect that as a valid, base framework.

To me, it looks like this is primarily a soloist build that will run best at any difficulty level below Unyielding. Fighting at the Unyielding level (+2's) is certainly easily doable with a gameplan and, where required, patience (Fighting +3's will strain your "Targeting Drone-only" Accuracy slotting). The power choices and slotting imply that you like to play with your food before eating it--i.e. slotting for so much extra range suggests that "divide and conquer" is probably the name of your game.


 

Posted

This isn't a guide. It's just a build wasting slots.


Currently playing:
Infinity;
Lady Breeze (50 fire/storm)
Virtue;
Moon-kiss (44 tri-form warshade)
Scarlet Whisper (33 sonic/energy)
Ravenflight (41 archer/elec)

 

Posted

[ QUOTE ]
this is obviously a concept build first, and we (dirty powergamers) have to respect that as a valid, base framework.

[/ QUOTE ]

I'll bite. He shouldn't proffer this us as a GUIDE then, he should state that it's his personal build and leave it at that. Guides are what the name says, a showing of others or helping others how to play a particular AT/powerset. This just shows people how to be an [censored] xp leech.


 

Posted

[ QUOTE ]
[ QUOTE ]
this is obviously a concept build first, and we (dirty powergamers) have to respect that as a valid, base framework.

[/ QUOTE ]

I'll bite. He shouldn't proffer this us as a GUIDE then, he should state that it's his personal build and leave it at that. Guides are what the name says, a showing of others or helping others how to play a particular AT/powerset. This just shows people how to be an [censored] xp leech.

[/ QUOTE ]

Well, being a dirty powergamer, I tend to agree that I would prefer that guides be written by other powergamers, but I have to disagree with the notion that concept builds/guides should be prohibited from this section. Since there is no objectively "right or wrong" build for any AT, even obviously suboptimal builds should not be barred from submission before the fact or deleted once discovered.

This is a community forum, and everyone should be afforded the chance to share their thoughts. Considering that the discussion following the OP's offering has not included rave reviews or ringing endorsements, I think that there is little danger that anyone reading this thread will be misled into "gimping" their AR/Dev Blaster.

The OP obviously cares enough about the community to try and contribute something to it. It takes a degree of courage, even in an anonymous forum, to put your creative efforts out in front of "the world," and I commend the OP for his efforts. It took me about a week to put together the DM/DA Bible, and I had no idea how the community would react to it. For all I knew, it was a complete waste of time that could have been ridiculed or completely rejected. Even for someone who has written a significant number of visible professional and academic documents, there is a certain amount of stress that comes from "putting yourself out there," even in a casual venue, like these forums. Situations like this are learning opportunities.

I hope that the OP can benefit from some constructive criticism of his power and slotting choices and at the same time not be alienated from trying to contribute to the community in the future. When I look back at some of the DM/DA builds that I put together before I really learned how things worked, I am borderline embarrased. Fortunately for my Forum Cred, I never posted any of them...


 

Posted

Gamemaster, if he posts a guide to a concept build, it's still not really a guide. He doesn't discuss the pros and cons of other powers he didn't take. This is just a build. It's not a guide.
You might be able to label it a guide if he discussed the tactics that make the build viable though, other than "find a team".
(He didn't say that, but from reading the build, he'd need one.)

Oh, I just noticed that he's slotted superjump. Whic is fun, but... It caps at 2 jump enhancers and he's slotted 3...


Currently playing:
Infinity;
Lady Breeze (50 fire/storm)
Virtue;
Moon-kiss (44 tri-form warshade)
Scarlet Whisper (33 sonic/energy)
Ravenflight (41 archer/elec)

 

Posted

[ QUOTE ]
Gamemaster, if he posts a guide to a concept build, it's still not really a guide. He doesn't discuss the pros and cons of other powers he didn't take. This is just a build. It's not a guide.
You might be able to label it a guide if he discussed the tactics that make the build viable though, other than "find a team".
(He didn't say that, but from reading the build, he'd need one.)

Oh, I just noticed that he's slotted superjump. Whic is fun, but... It caps at 2 jump enhancers and he's slotted 3...

[/ QUOTE ]

I suggest the reasons behind the slotting and the basic uses of the powers. Perhaps I should include in a Blaster Guide why I choose not to take Electrical Blast, or Perhaps Scrapper as those are the prefered things for PLers?

This is a concept guide and I have had no trouble soloing or teaming on any level. Because you cannot solo it through the entire game, and it is incapable of one-shot killing an AV, does not make it a bad guide, but it is a guide nonetheless.

Perhaps, if you have so much against this guide, you should post one better! You see, I have had a great deal of experience with this character. I got it to 50 without Power-leveling and only then assisted friends with their PL game (Remember the trip-mines in the dumpster for wolves). This character has gone through revisions and I've used almost every respec I received before the Vet Rewards to iron out this build.

See, if you do not like the guide, then don't read it! Don't post on it! Don't try it!

However, Trolling the forums and insulting other people's builds when you have never even played any character such as that in the build is just an idiotic use of your lower intelligence. This is not directed at the poster who I quotes, or the Gamemaster... but at those who are trying to call me a bad player because there is no way they can PL with this build.


 

Posted

I have not been playing as long as yourself, just over 2 years myself. I have been know to build on concept and play style rather than for optimal effectiveness in PvP or PvE for that matter.

My issue is that this is presented as a "Guide". New players coming into the game can misconceive that this build is for your play style rather than a "Guide" for optimal build.

I respect that you have your reasons for making the choices you have made and can certainly understand them, even agree with some of it. But please, don't present this as a "Guide" but rather as an opinion.


 

Posted

[ QUOTE ]
Gamemaster, if he posts a guide to a concept build, it's still not really a guide. He doesn't discuss the pros and cons of other powers he didn't take. This is just a build. It's not a guide.
You might be able to label it a guide if he discussed the tactics that make the build viable though, other than "find a team".
(He didn't say that, but from reading the build, he'd need one.)

Oh, I just noticed that he's slotted superjump. Whic is fun, but... It caps at 2 jump enhancers and he's slotted 3...

[/ QUOTE ]


I understand what you are saying, and I agree that more exposition is called for to flesh out the methods and goals of the build. What I am saying is that it is more useful to the community as a whole if we ask questions or offer specific criticisms as to how to improve the format or content of whatever it is someone offers up to the community. For example, your response to me in this case is constructive--you indicate what you see as the specific problems with what you read, as opposed to your initial reaction: "This isn't a guide. It's just a build wasting slots."

I am not experienced enough with AR/Dev to comment authoritatively on Primary or Secondary power choices in the build, and while I would question the efficiency of slotting CJ, SJ, and Boxing in the fashion the OP did, that is really not what drew my attention to the thread. I am not trying to be patronizing to anyone in this discussion when I say that I feel like there is a high level of benefit in being at least somewhat diplomatic in dealing with other people who obviously care about the community. Can't we all just get along?!


 

Posted

Well, I'll bite... doesn't sound like you may like what I have to say though. Think of this as numerical analysis, though, and not a comment on your build style or playstyle or anything else, please.

Then again, I also have a level 50 ar/dev, so before you say "try it yourself"...

I actually like most of the slotting. However... IMO you have gone vastly overkill on a few things, like Targeting Drone (which, at best, probably needs one end reducer)... while not slotting any end reductions into your attack powers.

Not throwing a stone here but... you're a lot better off slotting end reductions into large attacks (even, say, slug at 10 end could use one) than that second and third end reducer in TD. Or CD. Or *especially* *especially* *especially* Combat Jumping.

Base end use of TD is .35 / tick (from hero planner, which may be out-of-date)... according to http://www.nofuture.org.uk/coh/powers/ it's .156, but I'm not clear the duration. Hmm. Sherk Silver's planner says .325. Anyway. Point is... you get 1.67 base endurance, and stamina adds +.86 end (three slotted with even level SOs).

So, of your 2.53 end recovery, 3 slots roughly cuts TD's drain in half... from .35 to .16. Of course, tossing just one end reducer into Slug cuts it from 10 end / use to about 7. Better ... ah... bang for the buck there, actually, than that third end reducer in CD.

And Combat Jumping? Problem one: It's, what, a 2.5% +def? Or was that pre-GDN? I don't remember, I haven't played my ar/dev in over a year really. And three slotted, a whopping 4%. Okay, on top of Cloaking Device 3-slotted for +def, you get 15% defense. That's not too bad... but... um...

... 2 end reducers? In the cheapest toggle (.08) in the game? I must ask, why? Okay, yes, every little bit helps, but... um... you take it from .08 to .04 end per tick?

Tossing an end reducer, if you're having end problems, into, say, Flamethrower would take it from 25 end / use to 18. You're saving a LOT more if you slot end reducers into attacks than toggles. And you even have a free slot to do it!

Also, given the AOE limits, IIRC 10 for Flamethrower's cone, are you really helping yourself with two range increases?

Plus... I have to say it... Targeting Drone is a shadow of what it once was. With Update 6's Global Defense Nerf (and subsequent adjustment of TD's ToHit buffs from ... what is it, schedule A to whatever it is now?)... if I don't slot Accuracy in my attacks *anyway*, I have problems hitting.

With spines/dark, believe me, I've tried it all sorts of ways... and slotting more end reducers in my attacks (plus one in every toggle, plus 3-slotted Stamina) really did the trick for long fights.

Aid Other, well, 3 slot it if you team a lot and want to play backup healer, sure. Personally, I one-slotted it. I'm not a "healer", I'm a blaster. I can help you recover out of combat, but I'm not an in-combat healer except in a serious pinch.

SJ 3 slotted? Eh, my wife likes it. If you have the slots, works for me. No different than 3-slotting Hover IMO.


M30 could use a recharge and an end reducer. (Hey, there go those two end reducers from CJ).

Cloaking Device is also overkill. You take it from .29 end to .13 end. And I don't think the +def is what it was, either, but hey, they're your slots.

Just one end reducer in M30 would knock that puppy down from 17.5 to just under 13. That saves you a lot more end over a fight than one extra in CD, TD, or *especially* Combat Jumping.

Boxing? That's your call. I might have picked Air Superiority if I really wanted a melee attack. But... the chance to disorient, while tolerable, is "small". If you want to disorient, why not Taser? Or, for that matter, Beanbag? Those are pretty much guaranteed to disorient if they hit (and the mag is sufficient).

Thing is, Disorients add to *duration*... they don't increase your chance of disorienting.

Stimulant? Eh, I'd do either Aid Other or this. But again, your call.

Smoke Grenade's debuff is pretty small, too, these days.

I found the LRM wasn't up enough for the relatively piddling damage it did, but APP powers are all flavor, anyway.

AutoTurret I found to be pretty meh for me, too, but if you like it, 6 slotting it is fine by me. That's flavor more than anything else.

... also... Aid Other and Stimulant, but no Aid Self? I only picked it up at 49, and man, what a difference it would have made all along.


I guess your concept is "the true squadron soldier" or something like that, but Aid Other with no Aid Self? Blink.

And yes, I have a different build, and I didn't "PL people" with it either (although, PLing with devices? Kinda slow anyway. Big nukes were always somewhat more useful for wolf-dumpster-diving.)

I did hit 50 before the AR slight nerf in Update 4, and the GDN / ED in Update 5... I'll have to check my "final" build at home, since I don't seem to have it with me right now... suffice it to say, I don't necessarily have a "concept" build....

... other than "blow things up good", I suppose...

... but I definitely have some reservations about your slotting, particularly your endurance reduction slotting.


Currently: 50s (5), 40s (3), 30s (5)
Red and blue side, mostly Infinity, Virtue, and Freedom.

 

Posted

As the proud owner of a post ed level 50 ar/dev who has been thru 5 respecs I have a few things to add to this discussion.

1.AR/DEV is for concept,style,and role play NOT power gaming. Min maxxing arguments have little application to this combo.

2.This build in my experience is perfectly viable for sub rugged pve particularly solo.

3.Kudos to the op for writing a fun guide on a combo that remains popular despite itself.

4.To those reading this guide looking for advice just keep in mind that there at least four "right" ways to build ar/dev all pretty much equal in effectiveness, always keep a respec in reserve and find what fits you.

That is all I have to say on the subject.


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