Macskull's Guide to Assault Rifle/Devices Blasters
1.2 THE ASSAULT RIFLE PRIMARY POWER POOL A NOT-SO-QUICK GLANCE
First, a rundown of all the Assault Rifle powers, in order, with the corresponding values for damage, recharge, and the like (taken from the Powerset Quantification database from Red Tomaxs Guide to City of Heroes, found here). Note that the powers from Assault Rifle have a base accuracy of 1.05, as opposed the standard 1.0 (presumably to slightly offset the lower damage output), except Sniper Rifle (1.25), Flamethrower (1.3), Ignite (2.0), and Full Auto (1.35). From the beginning, these nine powers are as follows (values for damage are level 50 base values in PvE):
1. BURST: Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. Can also reduce the target's defense. Damage: Moderate(DoT), Recharge: Fast
Level available: 1
Range: 90 feet
Damage: 4 ticks at 15.01 each (60.04 total), lethal
Recharge time: 4 seconds
Cast time: 2.2 seconds
Endurance cost: 5.2
Defense debuff to target: -7% for 8 seconds
Burst is kind of like every other offensive power sets tier 1 power: less damage than the tier 2, which is also available when starting a new character, but a faster recharge. Most people like to go with the damage straight out of the gate, and Im one of them. If you dont want to take this power at level 1 (or ever), I wouldnt blame you. However, I took it fairly early because it gave me another power to use while the rest of my attacks were recharging. The defense debuff, while small, is enhanceable, and at a level where it seems you can barely hit anything anyways, even a small debuff can be useful. Add in the fact that with the new Defiance, each primary or secondary attack gives a slight damage boost, and thats another way to slightly increase your output.
2. SLUG: Fires a single Slug at a targeted foe. Firing a single Slug is slower than firing a Burst, but deals more damage, is longer range, and can knock down foes. Damage: High, Recharge: Moderate
Level available: 1
Range: 100 feet
Damage: 91.2, lethal
Recharge time: 8 seconds
Cast time: 1.87 seconds
Endurance cost: 8.53
Chance to knockback target: 25% mag 1.246
Slug is the bread-and-butter attack of the Assault Rifle set. Its a moderately damaging power with a decent chance of knockback, which is quite useful keeping an enemy pinned to the floor pretty much ensures they cant attack you. Recharge is twice as long as Slug, while the damage is about 50% higher. Throw in a good IO set, and the recharge becomes minimal, and the damage becomes even higher. This powers a must-have for the Assault Rifle set.
3. BUCKSHOT: Good at close range. Fires a cone of Buckshot pellets and can knock some foes down. Damage: Moderate, Recharge: Moderate
Level available: 2
Range: 40 feet
Damage: 50.61, lethal
Recharge time: 8 seconds
Cast time: 1.87 seconds
Endurance cost: 10.19
Chance to knockback target: 50% mag 1.246
This is it your first AoE power. Get used to these, because from here on out, with the exception of Beanbag and Sniper Rifle, all your Assault Rifle attacks are gonna be the same thing. Some people choose to forego this power in favor of something else, but I see it this way: for only slightly more endurance than Slug, youve got an equal chance of knocking back every target you hit. So, even if the damage itself isnt great up front, youve got a 50% chance of keeping anything in front of you out of melee range simply by firing off Buckshot every once in a while. As you get later into the game, you may decide to get rid of this power because its range is relatively short, but I like it. Its all a matter of preference.
4. M30 GRENADE: Launches a Grenade at long range from beneath the barrel of your Assault Rifle. This explosion affects all within the blast radius, and can knock them back. Damage: Moderate, Recharge: Slow
Level available: 6
Range: 80 feet
Damage: 16.68, smashing plus 33.37, lethal (50.05 total)
Recharge time: 16 seconds
Cast time: 1.87 seconds
Endurance cost: 15.18
Chance to knockback target: 50% mag 3.323
M30 Grenade, like Buckshot, is a power that some choose to look over. Its damage is nothing special, and its endurance cost is relatively high all things considered. With that in mind, consider the fact that its got a decent range, a good area of effect, and a higher magnitude of knockback, which means youre more likely to take down tougher enemies. If youre going to skip any damage power from the Assault Rifle set, skip this one. Ive got it on my Blaster, but find that I dont use it often. Its useful in certain situations, but not something that would be part of the normal attack chain.
5. BEANBAG: Fires a single non lethal Beanbag that can seriously Disorient a target. Deals little damage and takes a long time to reload, but renders most targets unable to attack for a good while. Damage: Minor, Recharge: Slow
Level available: 8
Range: 60 feet
Damage: 11.12, smashing
Recharge time: 20 seconds
Cast time: 1.87 seconds
Endurance cost: 10.19
Stun to target: 11.92 seconds mag 3
There are some who swear by Beanbag what better way to keep your opponent from attacking you than by scrambling his brains a little bit? I, however, find that the best way to keep an enemy from attacking me is taking his hit points to zero before hes got a chance to respond with any real effect. If you plan on taking Taser from the Devices secondary, the stuns can stack nicely to neutralize a boss, but Tasers range makes it somewhat harder to do this from range. I skip this power in favor of something that deals more damage, but again, if you are the type who likes to stun/hold/whatever your target before really opening up on them, go ahead. Notice that level 8 is where the other Blaster primaries get their Aim power theres been some talk in the community (none of it really serious) about dropping this power and replacing it with an Aim-like one. Nevertheless, dont expect that to be happening anytime soon.
6. SNIPER RIFLE: Sniper Rifle is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. Like most sniper attacks, you must take your time to aim, so this attack can be interrupted. Damage: Extreme, Rech: Slow
Level available: 12
Range: 150 feet
Damage: 153.48, lethal
Recharge time: 12 seconds
Cast time: 1.87 seconds
Interrupt time: 3 seconds
Endurance cost: 14.35
Chance to knockback target: 50% mag 1.163
Heres your long-range, high-damage power for the Assault Rifle set. Its got a decent chance to knockback an enemy and is quite useful in almost any situation. Since most sniper IO sets have at least one interrupt-time reduction enhancement in them, that 3-second interrupt time can be brought down far enough to the point where if youre taking damage in the middle of lining up your shot, youll continue and fire it off unfazed. This attack is the last of your single-target attacks, and is by far one of the most powerful, so its highly recommended that you pick this up as soon as you can. In addition to the already-high base damage that Sniper Rifle deals out, if youve got your Targeting Drone from Devices activated, therell be a bit of extra damage, which always comes in handy.
7. FLAMETHROWER: Spews forth a cone of flames from underneath the barrel of your assault rifle, setting foes on fire. Very accurate and very deadly at medium range. Damage: Extreme(DoT) Recharge: Slow
Level available: 18
Range: 40 feet
Damage: 8 ticks at 13.35 damage each, fire (106.8 total)
Recharge time: 22.6 seconds
Cast time: 3.5 seconds
Endurance cost: 23.92
Ah, here we go. Finally a power in this set that isnt smashing or lethal damage! And its even got a decent recharge time considering the damage it deals out and its all fire damage, which is one of the more unresisted damages in the game! Were it not for the relatively high endurance cost, with enhancements this power recharges fast enough that it might be useful as a single-target attack, if the situation warranted it. Its great for taking out tightly-packed mobs an especially useful strategy during the Katie Hannon Task Force is to fire off Flamethrower once a mob spawns, then immediately follow it up with Full Auto, which will start to cause damage even as the targets are still burning. Needless to say, two like-minded Assault Rifle Blasters can bring quite a bit of hurt to large mobs using only those two attacks. This powers a must-have, if only for the fact that the damage it deals is minimally resisted.
8. IGNITE: Sprays a targeted location with accelerant from your flamethrower, igniting the location. Any foes that pass through the flames will be burned. Great for blocking doorways and small passages. Damage: Moderate(DoT), Recharge: Fast
Level available: 26
Range: 30 feet
Damage: none, unless target passes through flames
Recharge time: 3 seconds
Cast time: 4 seconds
Endurance cost: 5.2
This power is kind of like Beanbag you dont see too many builds with it. Its great as an area-denial weapon, as enemy mobs are generally not stupid enough to stand on a patch of burning ground. The only way this power can actually deal any real damage is if you toss down Caltrops (or stun/hold/whatever the target) in the burning area to keep your enemies in that spot. It is fire damage, so again its more unresisted, but Id pass up the power in favor of something thats a bit more reliable, if you will. As the description says, its great for blocking doorways and small passages, and that really is about it. If youre hell-bent on taking Beanbag and want to skip some other power from the set, this one, along with M30 Grenade, are prime candidates.
9. FULL AUTO: Opens up your assault rifle on Full Auto to lay down a massive spray of bullets at your target. Although very slow to reload, damage from this attack is massive, shredding all targets within the narrow cone of effect. There's a chance you may land a lucky shot for extra damage. Damage: Superior(DoT), Recharge: Very Long
Level available: 32
Range: 80 feet
Damage: 17 ticks at 8.9 each, lethal (151.3 total)
Recharge time: 60 seconds
Cast time: 6 seconds
Endurance cost: 15.6
Chance for extra damage: 10% for 55.61, lethal
Your tier 9 Blaster power. Hey look, Im gonna wander over to this group of baddies here, walk right into the middle of them, activate this power, and watch their hit points drop to zero! Wait, whats this? Know this: Full Auto is NOT a nuke. It doesnt even PRETEND to be a nuke. What it is, though, is a very high-damage ranged AoE power and is extremely useful for taking large chunks of hit points off of mobs. Notice the base recharge time a mere 60 seconds, compared to other Blaster tier 9 powers (except Rain of Arrows), which have a recharge of 360 seconds. Thats six minutes. So do the math here your Full Auto may not deal as much damage as, say, Nova, but if you can use it six times more often than another Blaster can use his tier 9 power, that makes up for it a bit, wouldnt you think? Add in the fact that for a few seconds, that other Blaster over there is a sitting duck because hes got no endurance left, and cant recover any endurance. All that while youre laughing at him and continuing to spew bullets and flames at your targets in every direction, and again, that makes up for it. No endurance crash and pretty good damage, with a decent recharge? Ill take it! Remember what I said about Flamethrower fire that off, and while the targets are still burning, add in some Full Auto, and you can do a fairly good job of cleaning up a mob.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
1.3 THE DEVICES SECONDARY POWER POOL ANOTHER NOT-SO-QUICK GLANCE, BUT THIS TIME BEHIND YOU AND IN A SLIGHTLY DIFFERENT DIRECTION
Devices - the neglected child of the Blaster secondaries. Prior to enhancement diversification (ED), this secondary was quite popular: six-slot Targeting Drone for tohit buff, six-slot Cloaking Device for defense, six-slot Hasten for recharge, and then slot all your powers with maybe five damage and one endurance reduction, or just six-slot for damage. Unfortunately between ED and the Global Defense Nerf (GDN), the defense values for Cloaking Device were lowered to the point where theyre almost negligible, and perma-Hasten is a thing of the past unless you manage to make a very well-thought-out (and very expensive) IO build. That led to a general shift away from this secondary and toward others that offered a bit more offensive capability.
However, you will find that Devices offers quite a bit of variation as compared to other secondaries, which generally consist of some melee attacks, a bit of mez, and maybe a utility power or two (i.e. Consumption from Fire Manipulation). Its the only Blaster secondary with a stealth power, and through Targeting Drone, makes up for the lack of an Aim power in the Assault Rifle primary.
So, here we have the nine Devices powers, with values for endurance cost, accuracy, damage, recharge, etc., also taken from Red Tomaxs Guide to City of Heroes, with some additional data provided by Mids Hero Designer.
1. WEB GRENADE: Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is slowed. The web can bring down flying entities and halts jumping. Recharge: Fast
Level available: 1
Range: 50 feet
Recharge time: 4 seconds
Cast time: 1.37 seconds
Endurance cost: 7.8
Effects to target: 17.88 seconds mag 3 immobilize; -50% recharge, run speed, fly speed for 15 seconds (-speed does not stack from same caster)
You never actually had a choice as to whether or not you took this power. But thats ok, since its extremely useful early on to keep foes out of melee range, and extremely useful later in the game as a bit of soft control even if you dont immobilize the target, youll still drop their recharge and running speed by 50%, which is nothing to sneeze at. The fly component is especially useful for a Blaster, because everyone knows flying opponents are annoying, and theyre better off at ground level where you can whale on them more effectively. Web Grenade counts as a ranged attack, which serves to build up the damage boost from Defiance, so its also useful in that regard. Slot it with a damage proc IO from an immobilize set (Trap of the Hunter: Chance for Lethal damage comes to mind), and it has a chance of dealing damage on top of the already appreciable effects.
2. CALTROPS: You toss a handful of Caltrops at a targeted location and spread the tiny metal spikes over a large area. Any villains that pass over the Caltrops will be forced to move at a slower rate. They will also take some trivial Lethal damage over time. Damage: Minor(DoT), Recharge: Slow
Level available: 2
Range: 25 feet
Damage: trivial, lethal
Recharge time: 45 seconds
Cast time: 1.07 seconds
Endurance cost: 7.8
Run speed to target: -80%
Some choose to skip this power in my Radiation Blast/Traps Corruptor, for example, I skipped Caltrops in favor of some other powers. Its useful in conjunction with, say, Ignite, for keeping enemies in the burn patch, or useful for slowing down pursuing mobs, so long as theyre not flying. I usually drop Caltrops right around a corner when a Tanker is herding, along with a few Trip Mines, so when the mob rounds the corner they walk straight into a death trap of pointy metal spikes, high explosives, and whatever else my team feels like dealing out. Caltrops isnt a necessary power pick, but it has its uses, and considering most enemies in the game arent resistant to slow effects (and, for that matter, neither are most player opponents), it comes in handy at times.
3. TASER: The Taser is a basically a stun-gun. This small device releases a high-voltage, low-amperage electrical charge that can Disorient most opponents with minimal damage. The Taser has a very short range. Damage: Minor, Recharge: Slow
Level available: 4
Range: 5 feet
Damage: 13.9, energy
Recharge time: 20 seconds
Cast time: 1.37 seconds
Endurance cost: 10.19
Stun to target: 11.92 seconds mag 3
Taser is exactly like Beanbag, except the damage it deals is energy, and its a melee-range power. If you take Beanbag just for the utility, you might take Taser as well, to stack stuns and take out bosses or similarly tough enemies. As I said before, though, I find it more effective to simply take out an enemy before theyve got a chance to respond. Considering the fact that Blasters are quite weak, defensively, getting into melee range is never the wisest option, unless youre able to get in, drop off your attacks, and get back out just as fast. If you can do that, more power to you, but for the average Blaster, especially with the new Defiance, ranged attacks grant the biggest damage boost, and its best to stick with those.
4. TARGETING DRONE: When this small device is activated, the small Targeting Drone hovers around your head and emits targeting laser sights. The lasers can dramatically improve your Accuracy and increase your Perception, allowing you to better see stealthy foes. Targeting Drone also grants you resistance to powers that debuff your Accuracy. This is a toggle power and must be activated and deactivated manually. Like all toggle powers, the Targeting Drone uses Endurance while active. Targeting Drone also adds a slight damage bonus when used in conjunction with Sniper Rifle. Recharge: Slow
Level available: 10
Recharge time: 10 seconds
Cast time: 1.17 seconds
Endurance cost: 0.16/second
Effects to self: 13.875% tohit buff, 55.36% resistance to tohit debuff, 60% perception radius
Heres where the Devices set really shines. In fact this power was the singular reason many Blasters took the Devices secondary prior to ED. A toggle power that consumes minimal endurance and grants a very good tohit buff that can be enhanced isnt something to sneeze at. The fact that it grants resistance to tohit debuffs is a bonus the smoke grenades that Arachnos minions like to toss around like theyre hot potatoes arent even a minor annoyance. Meanwhile the rest of your team is running around blindly looking for an enemy to target, and the Kinetics guy is complaining because he cant see any targets to heal off of, and youre just sitting there laughing to yourself while you continue to fire away. If youre feeling adventurous, you could slot Targeting Drone with the Gaussians Synchronize Fire-Control: Chance for build up IO more on IO slotting later in the guide.
5. SMOKE GRENADE: The Smoke Grenade envelops all those in the affected area in a cloud of smoke. Most villains will not be able to see past normal melee range, although some may have better Perception. If the villains are attacked, they will be alerted to your presence, but will suffer a penalty to Accuracy. Recharge: Slow
Level available: 16
Range: 70 feet
Recharge time: 15 seconds
Cast time: 1.37 seconds
Endurance cost: 7.8
Effects to target: -3.5% tohit debuff for 60 seconds, -90% perception for 60 seconds
The nasty Arachnos smoke grenades I mentioned earlier? Youve got em time for payback. The tohit debuff to the target is very small, but the huge reduction in their perception radius helps a ton, and when combined with Cloaking Device, youre able to sneak into a mob undetected, lay down a Time Bomb, and run away cackling madly to yourself. Its a skippable power, if you so choose, but I find it useful as an opener, especially on teams, so the non-stealthed members of your team can get closer without alerting the mob. Also useful for tossing at a nearby mob so they dont get accidentally aggroed when the Scrapper goes nuts and plunges into a mob without warning.
6. CLOAKING DEVICE: The Cloaking Device allows you to use a LCD body coating become partially invisible. While Cloaked you can only be seen at very close range. IF you attack while Cloaked, you will be discovered. Even if discovered, you are hard to see but will retain some of your defense bonus to all attacks. Unlike some stealth powers, the Cloaking Device has no movement penalty. The Cloaking device will not work with any other form of Concealment power such as Shadow Fall or Steamy Mist. Recharge: Slow
Level available: 20
Recharge time: 20 seconds
Cast time: 0.73 seconds
Endurance cost: 0.13/second
Defense bonus to self: 1.75% (all)
If youre taking Cloaking Device because you noticed it grants a defense bonus, youll be disappointed, because Cloaking Device grants about as much a defense bonus as an umbrella grants you protection from golf ball-sized hail. Its usefulness is in the fact that its the only power available to Blasters that grants stealth without a movement penalty (short of Super Speed, but that requires another power pool). You wanna stealth through missions? Go ahead, you can do it, with some well-placed Smoke Grenades and a bit of luck. Being partially invisible means youre less likely to catch stray aggro, which as a squishy is always a good thing. Im so used to being stealthed that when I play one of my characters that doesnt have a stealth power, I feel naked.
7. TRIP MINE: You can place a Trip Mine on the ground. Any villains that pass near the Trip Mine will cause it to explode, severely damaging all nearby foes and sending them flying. The Trip Mine is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trip Mine will detonate. Damage: Superior, Recharge: Slow
Level available: 28
Damage: 112.2, lethal plus 55.6, fire (167.8 total) plus 10% chance for extra 55.6, fire
Recharge time: 20 seconds
Interrupt time: 4 seconds
Endurance cost: 13
Chance to knockback target: 50% mag 2.08
Trip Mine is the last of what many consider the truly useful Devices powers. It does a good amount of damage (more so than even Sniper Rifle), and some of that damage is in the form of the usually-unresisted fire damage. The recharge time is only 20 seconds, which can be brought down to something around 10 seconds (or even less) between recharge IOs and set bonuses. That means while everyone else is off killing Mary MacComber for the umpteenth time during the Katie Hannon Task Force, youre laying mines at the normal mob spawn point, all the while cackling evilly to yourself. When youve dropped about six or so mines you head back into the fray, back off a bit before the next spawn, and watch the unsuspecting Cabal explode before theyve even got a chance to scatter. A good half-dozen Trip Mines dont take too long to place and deal very good damage to large mobs. Only real drawbacks to Trip Mine are that it doesnt contribute to the Defiance damage boost and its accuracy is not increased by Targeting Drone, as it is considered a non-targetable pet by the game. An extremely useful, if not situational, power.
8. TIME BOMB: You can place a Time Bomb on the ground. The Time Bomb will detonate 15 seconds after being placed, resulting in a massive explosion that can devastate all nearby foes and send them flying. The Time Bomb is small, and almost impossible to detect. However, it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Time Bomb will detonate. Damage: Extreme, Recharge: Very Long
Level available: 35
Damage: 166.8, lethal plus 111.2, fire (278 total)
Recharge time: 360 seconds
Interrupt time: 8 seconds
Endurance cost: 26
Chance to knockback target: 80% mag 8.31
I wouldnt blame you if you chose to skip Time Bomb. I took it in my build as one of those ah, what the heck powers, and I was surprised by the damage it dealt but if you expect to use it in fast-moving groups as a form of a nuke, youll be disappointed. Eight seconds to plant the Time Bomb plus another fifteen for it to detonate turns into 23 seconds, by which time your team is fighting a mob at the end of the next hallway. Its damage is comparable to a nuke from most of the other Blaster primaries, and its recharge is identical (six minutes), but its usefulness is outweighed by the long setup time. Its good for soloing if youre running on a higher difficulty level where mobs are sufficiently large enough to justify using it whenever it recharges, but thats about it.
9. AUTO TURRET: You can place a stationary Auto Turret on the ground. The Auto Turret has an extremely fast firing rate and is equipped with a customized tracking system. Once locked on, the Turret will continue to unload a volley of lead into the target until it is destroyed or out of range. The Turret is armored, but can be destroyed. Damage: Moderate(DoT), Recharge: Very Long
Level available: 38
Damage: 7 ticks at 9.34 each, lethal (65.38 total)
Recharge: 180 seconds
Interrupt time: 6 seconds
Endurance cost: 39
Another power that if you skipped, I wouldnt blame you. The first time I asked a Blaster that had this power what it was like, he replied with Its a fun toy - its more for show than anything. Thats why I took it at level 49. I had more useful things to take in the late 30s, but I threw it in there at 49 because I wanted to see what it was like. Its useful for AV fighting (gives a secondary source of damage output if youre tied up doing something else) and distracting mobs (during the first mission of the Statesman Task Force, for example, I set one up, along with a few Trip Mines, at the top of the ramp Arbiter Sands is on, to deal with the ambush that spawns during the fighting). Its situational and has limited usefulness, but its fun to play around with.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
1.4 ANCILLARY (EPIC) POWER POOLS
Congratulations! Youve played your Assault Rifle/Devices Blaster long enough that youve made it to the Ancillary power pools. Of the five APPs available to Blasters, Munitions Mastery comes to mind as the one that fits the AR/Dev concept the best. That doesnt necessarily mean its the best choice of the five, as which APP to take really is a matter of personal preference and style of play therefore Im not going to go into any real details about the APPs except to say what each one offers. I took Munitions Mastery for the reason I mentioned above (plus the thought of an AoE sniper attack made me giddy). What follows is a rundown of the five APPs available, and the powers in each.
COLD MASTERY Offers Snow Storm (a ranged AoE toggle slow), Flash Freeze (a ranged AoE sleep), Frozen Armor (a smashing/lethal defense and cold/fire resistance toggle), and Hibernate (a self +recovery, +regeneration, invulnerable). Of the defense/resistance toggles in the APPs, Frozen Armor is the only one that offers both defense and resistance, as opposed to resistance only. Hibernate is useful in situations where youve just taken unexpected aggro or a lot of damage and need a quick way out.
1. SNOW STORM: While active, the chill from this Snow Storm can dramatically Slow the attack and movement speed of the target and all nearby foes. Recharge: Slow
Level available: 41
Range: 80 feet
Recharge time: 20 seconds
Cast time: 2.03 seconds
Endurance cost: 0.33/second
Effects to target: -50% run speed, recharge, jump speed, jump height, -fly
2. FLASH FREEZE: You can Flash Freeze a large patch of ground beneath a targeted foe, instantly forming dozens of deadly ice shards that do Cold damage to all enemies in the area. The victims are left trapped within the icicles, but can break free if disturbed. Only targets near the ground can be affected. Damage: Minor, Recharge: Slow
Level available: 41
Range: 60 feet
Damage: 5.56 lethal, 5.56 cold (11.12 total)
Recharge time: 90 seconds
Cast time: 2.37 seconds
Endurance cost: 19.5
Sleep to target: 17.88 seconds mag 3
3. FROZEN ARMOR: While this power is active, you coat yourself in rock hard Frozen Armor. The hardness of the Frozen Armor offers good defense to Smashing and Lethal attacks as well as reducing Cold damage. Also, Fire attacks deal slightly less damage. You must be level 44 and have Snow Storm or Flash Freeze before selecting this power. Recharge: Very Fast
Level available: 44
Recharge time: 2 seconds
Cast time: 0.73 seconds
Endurance cost: 0.16/second
Defense/resistance bonus to self: 10.5% smashing/lethal defense, 21% cold resistance, 7% fire resistance
4. HIBERNATE: When you activate this power, you encase yourself in a block of solid ice, making yourself invulnerable, though you are frozen solid and cannot act. While Hibernating within this block of ice, you Heal Damage and Recover Endurance at an incredible rate. You can emerge at will by deactivating the power, but you cannot Hibernate for more than 30 seconds. If you activate this power while in the air, you will fall. You must be level 47 and have two other Cold Mastery Powers before selecting this power. Recharge: Long
Level available: 47
Recharge time: 240 seconds
Cast time: 0.07 seconds
Endurance cost: 0.16
Effects to self: +1000% regeneration, +400% recovery, invulnerable
ELECTRICAL MASTERY Offers Static Discharge (a ranged cone attack), Shocking Bolt (a ranged hold), Charged Armor (a smashing/lethal/energy resistance toggle), and EM Pulse (a PBAoE stun that also drains endurance and slows a foes regeneration). Electrical Mastery is great for bringing in not only a single-target hold to add to your arsenal, but a PBAoE disorient that also has some rather nasty side effects to whatever it happens to hit.
1. STATIC DISCHARGE: Discharges a cone of static electricity that deals damage and drains endurance from all affected foes in the area. Damage: Moderate, Recharge: Slow
Level available: 41
Range: 80 feet
Damage: 50.61, energy
Recharge time: 12 seconds
Cast time: 2.17 seconds
Endurance cost: 14.82
Endurance drain to target: -5
2. SHOCKING BOLT: Holds a distant foe by shocking him with electricity. The seized target is left writhing in agony and is unable to defend himself. Shocking Bolt also drains some endurance from the target over time. A portion of drained endurance may be returned to you. Damage: Minor(DoT), Recharge: Slow
Level available: 41
Range: 80 feet
Damage: 5 ticks at 5.56 each, energy (27.8 total)
Recharge time: 16 seconds
Cast time: 2 seconds
Endurance cost: 10.66
Effects to target: 14.304 second mag 3 hold, -2 endurance
Effects to self: 30% chance for +5.33 endurance
3. CHARGED ARMOR: When you toggle on this power, you are surrounded in a charged field that makes you highly resistant to smashing, lethal and energy damage. You must be level 44 and have Static Discharge or Shocking Bolt before selecting this power. Recharge: Fast
Level available: 44
Recharge time: 2 seconds
Cast time: 0.67 seconds
Endurance cost: 0.16/second
Resistance bonus to self: 19.25% smashing/lethal/energy
4. EM PULSE: You can unleash a massive pulse of electromagnetic energy. This EMP will drain the endurance and HP Regeneration of all affected targets and leave them incapacitated and disoriented for a while. Additionally, most machines and robots will take moderate high damage. However, this power uses a lot of endurance and leaves you unable to recover endurance for a while. You must be level 47 and have two other Electrical Mastery Powers before selecting this power.
Level available: 47
Damage: 91.2, energy (if target is machine)
Recharge time: 800 seconds
Cast time: 2.93 seconds
Endurance cost: 26
Effects to target: 17.88 second mag 3 stun, -50 endurance, -1000% regeneration for 15 seconds
Effects to self: -100% recovery for 15 seconds
FLAME MASTERY Offers Bonfire (a ranged locational knockback), Char (a ranged hold), Fire Shield (a smashing/lethal/fire/cold resistance toggle), and Rise of the Phoenix (a self-rez power with special side effects). Heres your chance to pick up fire resistance, which as it stands is fairly rare in the game. If you have a tendency to faceplant a lot though, this APP might be worth taking for the self rez alone.
1. BONFIRE: You can create a bonfire that knocks back and burns any foes who try to pass through it. Damage: Minor, Recharge: Long
Level available: 41
Range: 70 feet
Damage: 5.56, fire
Recharge time: 120 seconds
Cast time: 3.07 seconds
Endurance cost: 16.25
Chance to knockback target: 100% mag 6.23
2. CHAR: Incapacitates a distant foe by Charring him with smoldering soot and cinders. The target is left helpless, choking on the soot. Damage: Moderate(DoT), Recharge: Moderate
Level available: 41
Range: 80 feet
Damage: 5 ticks at 12.23 each, fire (61.15)
Recharge time: 16 seconds
Cast time: 1.07 seconds
Endurance cost: 10.66
Hold to target: 14.304 second mag 3
3. FIRE SHIELD: While this power is active, you get a good resistance to Lethal, Smashing and Fire damage. Fire Shield also provides minimal resistance to Cold damage. You must be level 44 and have Bonfire or Char before selecting this power. Recharge: Very Fast
Level available: 44
Recharge time: 4 seconds
Cast time: 1.67 seconds
Endurance cost: 0.16/second
Resistance bonus to self: 19.25% smashing/lethal, 14% fire, 7% cold
4. RISE OF THE PHOENIX: If you are defeated, you can rise from the ashes. The fiery resurrection blasts nearby foes with an explosion and knocks them down. You will revive with about half of your hit points and endurance. Rise of the Phoenix will actually leave you invulnerable. Recharge: Very Long
Level available: 47
Range: 25 feet
Damage: couldnt find specific numbers for this power, but ParagonWiki says its nuke-like
Recharge time: 300 seconds
Cast time: 4.33 seconds
Effects to nearby enemies: stun (3x mag 4), extreme fire damage, high-magnitude knockback
FORCE MASTERY Offers Personal Force Field (a toggle defense/resistance to all damage), Repulsion Field (a toggle PBAoE knockback power like Repel from Kinetics), Temp Invulnerability (a smashing/lethal resistance toggle), and Force of Nature (a click self resistance power similar to Unstoppable from Invulnerability). Personal Force Field is somewhat like Hibernate, except youre able to move around its a good lifesaver if things get hairy. Force of Nature is very useful, but the endurance and hit point crash once it wears off can prove dangerous if youre not prepared.
1. PERSONAL FORCE FIELD: The Personal Force Field is almost impenetrable to all attacks, even Psionics and Enemy Teleportation, although attacks from more powerful foes may get through more easily. Personal Force Field will also reduce the damage of any attacks that do get through. The Personal Force Field works both ways; while it is active, you can only use powers that affect yourself. Cannot be used with Rest. Recharge: Slow
Level available: 41
Recharge time: 30 seconds
Cast time: 2.03 seconds
Endurance cost: 0.16/second
Effects to self: 52.5% defense to all, 28% resistance to all, can only affect self while power is active
2. REPULSION FIELD: This Toggle power creates a field that violently repels nearby foes. Each villain that is repelled costs you additional Endurance. Recharge: Slow
Level available: 41
Recharge time: 40 seconds
Cast time: 2.03 seconds
Endurance cost: 0.49/second (plus an additional 2.5 per enemy repelled)
Chance to knockback target: 100% mag 4.985
3. TEMP INVULNERABILITY: When you toggle on this power, you become highly resistant to Smashing and Lethal damage. When you toggle on this power, you become highly resistant to Smashing and Lethal damage. You must be level 44 and have Personal Force Field or Repulsion Field before selecting this power. Recharge: Fast
Level available: 44
Recharge time: 2 seconds
Cast time: 0.67 seconds
Endurance cost: 0.16/second
Resistance bonus to self: 21% smashing/lethal
4. FORCE OF NATURE: When you activate this power, you not only become extremely resistant to most damage but also to most Disorient, Immobilization, Hold, Knockback and Sleep effects. Endurance recovery is also increased. Force of Nature costs very little Endurance to activate, but when it wears off you are left exhausted, and drained of almost all Health and Endurance. Recharge: Very Long
Level available: 47
Recharge time: 1000 seconds
Cast time: 3.1 seconds
Endurance cost: 3.25
Resistance bonus to self (120 seconds): 35% all but psionics
Effects to self (after 120 seconds): -100% recovery for 15 seconds, -100% endurance
MUNITIONS MASTERY Offers Body Armor (an always-on smashing/lethal resistance power), Cryo Freeze Ray (a ranged hold), Sleep Grenade (a ranged AoE sleep), and LRM Missile (a ranged AoE attack that has a sniper-like range). As I mentioned earlier, Munitions Mastery is the APP that best fits the concept of the Assault Rifle/Devices Blaster, but that doesnt mean its the best choice of the five available. The fact that Body Armor is an always-on power means that even if you get mezzed (and it will happen) youll still have the resistance active - the other APPs offer toggle powers, which get turned off when mezzed. This is balanced by the fact that Body Armor grants a smaller bonus than do the other toggles. Cryo Freeze Ray offers a much-needed hold, Sleep Grenade is of limited usefulness on teams, where AoE attacks are commonplace, but occasionally useful in solo situations, and the LRM Missile is just cool. I mean, an AoE sniper attack? Come ON.
1. BODY ARMOR: You have Body Armor that will reduce all smashing and lethal damage. This power is always on, and costs no endurance.
Level available: 41
Resistance bonus to self: 8.75% smashing/lethal
2. CRYO FREEZE RAY: Although this weapon deals very little damage, the Cryo Freeze Ray encases your foe in a block of ice, holding him helpless in place for a while. Damage: Minor, Recharge: Moderate
Level available: 41
Range: 60 feet
Damage: 5.56, cold
Recharge time: 16 seconds
Cast time: 1.87 seconds
Endurance cost: 8.58
Hold to target: 11.92 seconds mag 3
3. SLEEP GRENADE: Launches a Sleep Grenade at long range from beneath the barrel of your Assault Rifle. This small blast does minor smashing damage but affects all foes within the blast radius, and can knock them back. You must be level 44 and have Body Armor or Cryo Freeze Ray before selecting this power. Damage: Minor, Recharge: Slow
Level available: 44
Range: 80 feet
Damage: 5.56, smashing
Recharge time: 90 seconds
Cast time: 1.87 seconds
Endurance cost: 19.5
Sleep to target: 23.84 second mag 3
4. LRM MISSILE: The LRM Rocket is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. Like most sniper attacks, you must take your time to aim, so this attack can be interrupted. You must be level 47 and have two other Munitions Mastery Powers before selecting this power. Damage: Superior, Recharge: Slow
Level available: 47
Range: 150 feet
Damage: 82.86, lethal plus 55.61, smashing (138.47 total)
Recharge time: 12 seconds
Cast time: 1.87 seconds
Interrupt time: 4 seconds
Endurance cost: 240 seconds
Chance to knockback target: 50% mag 1.163
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
1.5 IDEAL BUILD(S) AND IO SLOTTING
I dont assume that anyone has exactly the same tastes or playstyle as I do, so Im not going to tell you that this is a must-have build. However, I think its the best balance you can get without adding in Beanbag and Taser. This is the build I played my AR/Dev Blaster to 50 with, and Ive done a few respecs to tweak things. Notice that all the IOs (with the exception of the sniper set) are slotted at level 30 or lower I try to keep them below level 34 because thats the max exemplar level for the Katie Hannon Task Force. Additionally, notice there are no Ultra Rare IO sets, nor are there any global or unique IOs (i.e. Luck of the Gambler: +7.5% recharge, Miracle: +Recovery, etc.) in order to keep the cost down. I dont know the exact cost of this build, but Id expect it to be somewhere between 150 and 250 million.
I used Flight for the travel power (as I do on all my characters with only a few exceptions) but its a matter of personal preference as to which to take. Also, it may be to your benefit to try and make a few swaps to put in Targeting Drone as soon as possible (although those early pre-level-20 levels tend to go by fairly quickly). Some of the later-level power picks can be moved around a bit, or skipped entirely; as I said, its all a matter of personal preference.
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Amazing Balrog: Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Burst <ul type="square">[*] (A) Entropic Chaos - Accuracy/Damage: Level 30[*] (3) Entropic Chaos - Damage/Endurance: Level 30[*] (3) Entropic Chaos - Damage/Recharge: Level 30[*] (5) Entropic Chaos - Damage/Endurance/Recharge: Level 30[*] (5) Entropic Chaos - Chance of Heal Self: Level 30[/list]Level 1: Web Grenade <ul type="square">[*] (A) Trap of the Hunter - Chance of Damage(Lethal): Level 30[*] (11) Trap of the Hunter - Accuracy/Immobilize/Recharge: Level 30[*] (11) Trap of the Hunter - Immobilize/Range: Level 30[*] (13) Trap of the Hunter - Accuracy/Recharge: Level 30[/list]Level 2: Slug <ul type="square">[*] (A) Entropic Chaos - Accuracy/Damage: Level 30[*] (7) Entropic Chaos - Damage/Endurance: Level 30[*] (7) Entropic Chaos - Damage/Recharge: Level 30[*] (9) Entropic Chaos - Damage/Endurance/Recharge: Level 30[*] (9) Force Feedback - Chance for +Recharge: Level 30[/list]Level 4: Buckshot <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage: Level 30[*] (13) Positron's Blast - Damage/Endurance: Level 30[*] (15) Positron's Blast - Damage/Recharge: Level 30[*] (15) Positron's Blast - Damage/Range: Level 30[*] (17) Force Feedback - Chance for +Recharge: Level 30[/list]Level 6: Swift <ul type="square">[*] (A) Flight Speed IO: Level 30[/list]Level 8: M30 Grenade <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage: Level 30[*] (17) Positron's Blast - Damage/Endurance: Level 30[*] (19) Positron's Blast - Damage/Recharge: Level 30[*] (19) Positron's Blast - Damage/Range: Level 30[*] (21) Positron's Blast - Accuracy/Damage/Endurance: Level 30[/list]Level 10: Hover <ul type="square">[*] (A) Endurance Reduction IO: Level 30[/list]Level 12: Sniper Rifle <ul type="square">[*] (A) Sting of the Manticore - Chance of Damage(Toxic): Level 35[*] (21) Sting of the Manticore - Damage/Endurance: Level 35[*] (23) Sting of the Manticore - Damage/Interrupt/Recharge: Level 35[*] (23) Sting of the Manticore - Damage/Endurance/Recharge: Level 35[*] (25) Sting of the Manticore - Accuracy/Interrupt/Range: Level 35[/list]Level 14: Fly <ul type="square">[*] (A) Flight Speed IO: Level 30[*] (25) Flight Speed IO: Level 30[/list]Level 16: Targeting Drone <ul type="square">[*] (A) Adjusted Targeting - To Hit Buff: Level 30[*] (27) Adjusted Targeting - To Hit Buff/Recharge: Level 30[*] (27) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 30[*] (29) Adjusted Targeting - Endurance/Recharge: Level 30[*] (29) Adjusted Targeting - To Hit Buff/Endurance: Level 30[*] (31) Adjusted Targeting - Recharge: Level 30[/list]Level 18: Flamethrower <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage: Level 30[*] (31) Positron's Blast - Damage/Endurance: Level 30[*] (31) Positron's Blast - Damage/Recharge: Level 30[*] (33) Positron's Blast - Damage/Range: Level 30[*] (33) Positron's Blast - Accuracy/Damage/Endurance: Level 30[/list]Level 20: Cloaking Device <ul type="square">[*] (A) Endurance Reduction IO: Level 30[*] (33) Endurance Reduction IO: Level 30[*] (34) Recharge Reduction IO: Level 30[/list]Level 22: Health <ul type="square">[*] (A) Healing IO: Level 30[/list]Level 24: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 30[*] (34) Endurance Modification IO: Level 30[*] (46) Endurance Modification IO: Level 30[/list]Level 26: Smoke Grenade <ul type="square">[*] (A) Dark Watcher's Despair - To Hit Debuff: Level 30[*] (34) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 30[*] (36) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 30[*] (36) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 30[/list]Level 28: Trip mine <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage: Level 30[*] (36) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 30[*] (37) Scirocco's Dervish - Damage/Recharge: Level 30[*] (37) Force Feedback - Chance for +Recharge: Level 30[/list]Level 30: Caltrops <ul type="square">[*] (A) Recharge Reduction IO: Level 30[*] (37) Recharge Reduction IO: Level 30[/list]Level 32: Full Auto <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage: Level 30[*] (39) Positron's Blast - Damage/Endurance: Level 30[*] (39) Positron's Blast - Damage/Recharge: Level 30[*] (39) Positron's Blast - Damage/Range: Level 30[*] (40) Positron's Blast - Accuracy/Damage/Endurance: Level 30[/list]Level 35: Time Bomb <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage: Level 30[*] (40) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 30[*] (40) Scirocco's Dervish - Damage/Recharge: Level 30[*] (42) Scirocco's Dervish - Accuracy/Recharge: Level 30[/list]Level 38: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 30[*] (42) Recharge Reduction IO: Level 30[*] (42) Recharge Reduction IO: Level 30[/list]Level 41: Body Armor <ul type="square">[*] (A) Impervious Skin - Resistance/Endurance: Level 30[*] (43) Impervious Skin - Resistance/Recharge: Level 30[*] (43) Impervious Skin - Endurance/Recharge: Level 30[*] (43) Impervious Skin - Resistance/Endurance/Recharge: Level 30[*] (45) Impervious Skin - Status Resistance: Level 30[/list]Level 44: Cryo Freeze Ray <ul type="square">[*] (A) Ghost Widow's Embrace - Accuracy/Recharge: Level 30[*] (45) Ghost Widow's Embrace - Endurance/Hold: Level 30[*] (45) Ghost Widow's Embrace - Accuracy/Endurance: Level 30[*] (46) Ghost Widow's Embrace - Hold/Range: Level 30[*] (46) Ghost Widow's Embrace - Accuracy/Hold/Recharge: Level 30[/list]Level 47: LRM Rocket <ul type="square">[*] (A) Recharge Reduction IO: Level 30[*] (48) Recharge Reduction IO: Level 30[*] (48) Recharge Reduction IO: Level 30[*] (48) Damage Increase IO: Level 30[/list]Level 49: Auto Turret <ul type="square">[*] (A) Thunderstrike - Accuracy/Damage/Endurance: Level 30[*] (50) Thunderstrike - Damage/Endurance/Recharge: Level 30[*] (50) Thunderstrike - Accuracy/Damage/Recharge: Level 30[*] (50) Thunderstrike - Damage/Recharge: Level 30[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO: Level 30[/list]Level 1: Defiance
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</pre><hr />
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Mac, what's up! Great guide, lots of work there but very thorough and organized. You should post it in our forums too!
I agree, great job. And good timing, you made it in for the new Blaster Guides & FAQs =)
Hey Sin, didn't know you were on here! I'll post the guide in the forums... and I'm working on a "Full-Support Team Empathy Defender" guide, once i get the time, so I suppose I'll dig around the Defender forums.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Nice guide. I agree with a lot of what you said. My own build is somewhat different, but I put a fair amount of emphasis on theme... I even have the Medicine pool to represent military CLS training.
You may want to note in your discussion of Burst (and Slug) that with the new Defiance, it can be used while mezzed. This is a strong reason to take both of the first two primary attacks for a Blaster, IMO.
Forum Game: Lower the Rep
[ QUOTE ]
You may want to note in your discussion of Burst (and Slug) that with the new Defiance, it can be used while mezzed. This is a strong reason to take both of the first two primary attacks for a Blaster, IMO.
[/ QUOTE ]
Beat me to it. All in all, very nice guide.
I see we even have a similar maniacal sense of humor when it comes to Trip Mines, LRM, etc
::Glances at sig::
Very nice guide indeed! I've always wanted to create an AR/DEV blaster
I thought Taser's range was increased to 40 feet or so?
[ QUOTE ]
The only way this power can actually deal any real damage is if you toss down Caltrops (or stun/hold/whatever the target) in the burning area to keep your enemies in that spot. It is fire damage, so again its more unresisted, but Id pass up the power in favor of something thats a bit more reliable, if you will. As the description says, its great for blocking doorways and small passages, and that really is about it
[/ QUOTE ]
I like 98% of the guide but I think Ignite deserves a bit more love.
I use Ignite for a LOT more than just blocking doorways! Ignite does simply ludicrous levels of damage for anything you can immobilize... and since /Dev is forced to take an excellent immobilization power in Web Grenade you're good to go.
Ignite does base 278 damage to anything immobilized. Meaning Web Grenade + Ignite does 3 times the damage that Slug does and Ignite recharges every three seconds! It's damage over time, but it's excellent damage and fire damage.
Ignite is a huge, huge source of single target damage against anything that doesn't run (AVs, for example, and Rikti Drones) and anything you can immobilize. It's a great power to bind to a mouse key to use more easily.
[ QUOTE ]
[ QUOTE ]
The only way this power can actually deal any real damage is if you toss down Caltrops (or stun/hold/whatever the target) in the burning area to keep your enemies in that spot. It is fire damage, so again its more unresisted, but Id pass up the power in favor of something thats a bit more reliable, if you will. As the description says, its great for blocking doorways and small passages, and that really is about it
[/ QUOTE ]
I like 98% of the guide but I think Ignite deserves a bit more love.
I use Ignite for a LOT more than just blocking doorways! Ignite does simply ludicrous levels of damage for anything you can immobilize... and since /Dev is forced to take an excellent immobilization power in Web Grenade you're good to go.
Ignite does base 278 damage to anything immobilized. Meaning Web Grenade + Ignite does 3 times the damage that Slug does and Ignite recharges every three seconds! It's damage over time, but it's excellent damage and fire damage.
Ignite is a huge, huge source of single target damage against anything that doesn't run (AVs, for example, and Rikti Drones) and anything you can immobilize. It's a great power to bind to a mouse key to use more easily.
[/ QUOTE ]
Very much agree.
I've found that the /Munitions Cryo Ray+Ignite = pure win. Enemy can't fire back, he's on fire, and I can almost get two Ignite patches under him before the hold breaks. Stack some web grenades on for -recharge, and it's just beautiful.
[ QUOTE ]
I thought Taser's range was increased to 40 feet or so?
[/ QUOTE ]
I can't find the hard numbers, but I know it was increased to at least 20 ft at some point. I had it for a bit and distinctly remember not having to be right up on the guy to use it. City of Data still shows 5 ft, though.
[ QUOTE ]
[ QUOTE ]
I thought Taser's range was increased to 40 feet or so?
[/ QUOTE ]
I can't find the hard numbers, but I know it was increased to at least 20 ft at some point. I had it for a bit and distinctly remember not having to be right up on the guy to use it. City of Data still shows 5 ft, though.
[/ QUOTE ]
Well City of Data was using I7 numbers leaked to Iakona I believe.
Ah - you are correct. Apparently City of Data's a bit out of date. I'll make that fix now.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Very nice guide. Neatly organized and informative.
A couple notes to add about procs. For Buckshot, in addition to Force Feedback, chance for +recharge, you have an option of Explosive Strike chance of Smashing Damage, the additional damage is nice. Also 4 slotting Kinetic Crash in this power gives 3 pts of KB protection. So you have a lot of options. Positrons Blast is great too, but you might want to make sure you get that into Full Auto before you put it in Buckshot as it can be quite pricey.
Gaussian's Fire Control - Chance for Build-Up, we all had high hopes this would give us some extra oomph, but unfortunately, placing it in a toggle power like Targeting Drone, is not a great idea. A Build Up power that doesnt Build Up when you need it to is kinda silly. If you run TD all the time, it'll go off when you're traveling, when you're standing at WW, right when you enter the mission door, you never know. If you like playing musical chairs with your build up I suppose you could use it, but I wouldnt spen a lot of cash on this recipe. You'll be disappointed.
One huge error I see in your guide is LRM recharge, is not 12 seconds. More like 240s.
-Largo
Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian
A few constructive criticisms:
First, overall I think you should try to make the guide an Issue 11 guide. In other words, focus on the newer aspects of the game. Much of the content of your guide can be found in other places and the content is not terribly different from the older guides other than some of the powers that have been tweaked through the issues. You could explore the IO sets at different levels in greater detail (i.e., not just a level 50 build), talk about Defiance 2.0 and AR, etc. You could also discuss tactics and a variety of different AR/dev builds.
Specifically, I would also argue that Stamina needs to be taken at level 20, and would push back Targeting Drone and Cloaking Device to make that happen. AR uses as much endurance as any set, and adding toggles to that makes Stamina that much more of a priority.
That said, I am a fan of AR/Dev and glad to see it getting some love. It is an absolute monster to play in large teams with good aggro management, and I would take my AR/Dev over any other blaster in that scenario, including a Fire/Fire.
I'm new to Ar/Dev, I was wondering if auto turret has a time duration if there are no mobs around to shoot? Could I lay down turret/TRIP mines/Time bomb and pull mobs into it?
EDIT: I confused FA and Auto Turret...meh bad
Sorry it took so long to get back to you... but Auto Turret lasts something around 2 minutes, I think (not sure, exactly). And yes, you can lay down TB, TM, and AT, and bring mobs into it for some ridiculous damage. It just takes a while to set up, is all. It doesn't make much sense to do on a team, but soloing it might be worth it for a tough mob.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Put up a new version of this guide, with some recommended fixes, found here.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
great guide RM, i also use ar/dev as my AT and got my old toon to 42 before i lost my account info, good to know im headed in the right direction with my new toon. i loved playing my ar/dev blaster and loved it even more when i got tells from peeps hearing about my damage dealing and asking if i can help out their team for a bit....i look forward to playing to that once more and would like to ask you a few questions later on down the line with my new toon if you wouldn't mind......thanks
Ignite is the awesome. People should know.
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Ex.
Part-Troll, who used to be Excession777, now playing pantomime with people's mindlets.
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Long as this got bumped up, a few of my own comments plus some updates:
Burst is now 1.0 sec activation, making it a GREAT power. It can be used when mezzed, and since a AR/Dev's secondary power that can be used while mezzed is Web Grenade (non-damaging), it is a must-have so that you can still output damage while mezzed. It takes -Def sets, which include a Damage IO (nice to put in a fast-recharge Tier 1 blast), and Achilles Heel -Res Proc.
Slug is 1.67 sec activation, making it even better. It's no longer the unquestioned single-target jewel just because Burst used to be so slow and got improved tremendously, but it's still a solid single-target attack, which can slot KB sets (+Recharge Proc, cheap Damage Proc, or 4xKinetic Crash for KB resist).
Buckshot is underrated because it doesn't hit that hard per shot. But it fires almost twice as fast as Flamethrower, and recharges twice as fast, which gives it comparable DPA and DPS... along with a superb 50% Knockback chance. Also, the Knockback turns to KnockDOWN against higher-level foes (+3 and up), so it's great on high-difficulty teams as constant knockdown... slotted reasonably, you fire it every 5-6 seconds, constantly knocking down half the mobs you shoot at. Also, while its base damage is low, Damage Procs in it will increase its damage a lot, and it also takes the cheap KB Damage IO. Put the Ragnarok Knockdown IO in it once you're 50 for additional hilarity (though I might prefer it in Caltrops).
Ignite is teh awesome that makes AR have good ST damage despite all the infidel nonbelievers. With most mobs, you don't even have to worry about Stunning if you have decent defenses or Aid Self.... Web Grenade, Ignite, Slug, Burst... next target. It may take a few more seconds for Ignite to finish them off, but it's a done deal. Oh, one note related to the new Defiance: Ignite will give a nice Defiance bonus, and can be used pre-fight. You can open every fight with Ignite, Caltrops, Ignite at your feet, and now you're ready to fight with a good +Dam bonus. A poor man's Buld Up, but also prevents attackers from closing to melee, and is always available.
Gun Drone... I try to like this power, like many others. But the animation time and being interruptible is a killer. If it had a fast "left wristwatch tap" animation like some of the Traps powers or Surveillance, it would be worth it. The power is good for the slots spent, for the End spent, and if the damage is low, getting extra damage that pulls aggro away from you and fires when you're mezzed is always good. But it slows me down if used between spawns, and of course with its activation time and being interruptible, I'm not using it in a fight. So when I'm rushing through missions, blowing mobs up with BS/FT and with Cryo Freeze Ray/Ignite on one target and WG/Ignite on the other two in a spawn, it doesn't do enough damage to warrant slowing me down. So I don't use it except for the boss at the end... do I want to take and slot up a power that I will only use for the boss? I may as well just slot up Trip Mine more, and put down a minefield. Given Trip Mine ambushes, a way to fight end bosses is probably NOT what Devices needed, but the activation is too slow to use constantly while rushing through missions.
Targetting Drone: a must-have now, because of Gaussian. I cannot pass up 2.5% Defense to all situational damage types, in addition to the other nice set bonuses and the fact that it's slotting up a decent +ToHit power. Yes, a ToHit power is not all that necessary, but I like Gaussian's bonuses too much to skip it. With dual builds, I may take Tactics instead on a teaming build, but in either case I want the Defense bonuses.
AR/Dev works very well, I've found, as a ranged-only Def-based Blaster. Because you never want to be in melee range, and with Caltrops and Web Grenade and Buckshot you have excellent tools to avoid melee from almost every enemy, you can spend your influence on getting sets that give you +RangedDefense without worrying that you're wasting money when some boss will close to melee and kill you anyhow. This is why I'm so high on the Gaussian, because it's easy to make an AR/Dev build with 20% Ranged Defense, and not hard to make one with 30%, which along with Aid Self makes them extremely survivable even when rushing headlong through Invincible missions.
TABLE OF CONTENTS
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1.1 Introduction
1.2 The Assault Rifle primary power pool a not-so-quick glance
1.3 The Devices secondary power pool another not-so-quick glance, but this time behind you and in a slightly different direction
1.4 Ancillary (Epic) power pools
1.5 Ideal build(s) and IO slotting
1.1 INTRODUCTION
If youre reading this, its either because youve already got an Assault Rifle/Devices Blaster and are looking to improve your build a bit, youre new to City of Heroes and decided to make a build like this because it seemed cool, or its because youve grown tired of the run-of-the-mill Blaster and wanted to try something different. Or maybe you felt like you needed to challenge yourself. Whatever the situation may be, you are to be congratulated at attempting to do something few Blaster players do.
Before I begin, let me first say this: I am not, nor do I pretend to be, an expert on any of this. Id like to think that, having extensive playtime with an AR/Dev Blaster, I know what Im talking about, but be aware that your style of play, or personal preferences, may be different than mine. That being said, if anybody notices any glaring issues with this guide, feel free to contact me and I can have the appropriate changes made.
If youre new to the Assault Rifle/Devices build, first be warned that as far as Blaster damage goes, this combination is not the best. The damage is relatively low compared to other Blaster power sets, which when added to the fact that its almost entirely comprised of smashing and lethal damage, both of which are the most common types of resistances among enemy mobs, and you realize that if youre really playing a Blaster for raw damage output, youre probably going to end up disappointed. The AR/Dev combination is one of the few Blaster builds that lacks a Build Up or Aim power (though the lack of Aim is somewhat made up for through the Devices secondary more on that later); however, this can be forgiven through the use of IOs.
Now, forward!
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."