AR questions
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first off, what is gained by the omission of build up? is ignite patch thought to be the replacement power by most blasters?
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Ignite is nice but its no build up for an aoe centric blaster. Its a good way to help take out very hard targets that have been immobed.
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Just how powerful is the 10% luckyshot, should I be expecting a huge *Bang* critical damage at the end, or is it only like a procs worth of extra damage?
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Never noticed it.
cant't speak to the rest.
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Just how powerful is the 10% luckyshot...
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Is this a new IO set or something?
I ask because neither Assault Rifle, nor Blasters, have a power named "Lucky Shot."
So please explain.
The power Full Auto has a "lucky shot" component. Every tic has a small chance to crit. No it isn't very noticeable.
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Just a note, Build Up is not omitted from AR, Aim is. BU is available in most secondaries.
Ignite is more-or-less the replacement for Aim, it was almost worth it before Ignite's recharge got heavily nerfed. But not quite worth it even then IMO.
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Lastly, there any updates planned to change the written descriptions of powers, always misleading to see something like "Flamethrower, recharge: Slow" (20s) "Ignite, recharge: Fast"(20s) I know it's an artifact, but is there a listing of those problems so I don't get mislead about ones I don't expect?
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I would /bug that. They really do try to change the descriptions and the change to ignite was somewhat recent. Personally, I wish they'd get rid of the superior versus extreme, slow versus long type of descriptions in all the powers...it's not that they are purposely misleading as they aren't useful.
As for the possibly of a crit in the tics of damage from full auto, it's so insignificant that you don't often realize it. It would be a nice buff to full auto if the crits happened a little more often. Might make up for the fact that the full auto and rain of arrows are on the same recharge cycle except rain of arrows can hit 16 targets and full auto is only limited to 10.
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Might make up for the fact that the full auto and rain of arrows are on the same recharge cycle except rain of arrows can hit 16 targets and full auto is only limited to 10.
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All for widening full auto's cone and increasing its target cap, but ROAs big advantage is that it gets aim and FA doesnt. OTOH FA starts doing damage from the second you click
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Might make up for the fact that the full auto and rain of arrows are on the same recharge cycle except rain of arrows can hit 16 targets and full auto is only limited to 10.
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All for widening full auto's cone and increasing its target cap, but ROAs big advantage is that it gets aim and FA doesnt. OTOH FA starts doing damage from the second you click
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That's not an advantage of RoA, but an advantage of the Archery set. A minor quibble yes, but aim is an "advantage" to the entire range of archery powers not just RoA.
Alright, thanks for the answers all, forgot it was aim being replaced, that's not quite so bad.
Shame about Luckyshot not being noticeable, thought that would make up for full auto being a narrow cone, but without that, and with a lower target cap, I have trouble seeing how RoA is not simply superior (doesn't often happen in this game)... but it's not gonna stop me from playin the set. Heck, maybe it pays for it with style.
And I'll go ahead and /bug the descriptions I see off.
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo
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I have trouble seeing how RoA is not simply superior
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Imagine you are on a team, and on this team there is an energy blaster a tank and a strorm defender. The Tank has ADD and a very short memory forgeting where he is herding things as he is herding them. The blaster considers your aim and build up as a cue to fire explosive blast. The stormie thinks gale is the coolest thing evah.
You are going to be dropping that target reticle and hitting nothing whats worse you may be hititing things for one tick only. Teams have to know what they are doing and be disciplined to make ROA work for them. (Unless it happens to be a team of 8 archers which is a world of speed). Full auto you just tag someone near the back of a spawn and fire.
AR and Archery are just different beasts, really. They may seem superficially similar but you really may as well be comparing AR to Fire or En.
AR doesn't have Aim, but instead has an inherent Accuracy bonus to all of its attacks, if I remember correctly.
And yeah, they really need to update a lot of the power descriptions.
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I have trouble seeing how RoA is not simply superior
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BU+Aim+RoA is better than BU+FA. Except on the occasions that things get moved or largely defeated before RoA lands, which happens frustratingly often, but not often enough to make FA and its narrow cone better.
Add in Flamethrower, though, which is 2/3 of FA's damage (and all fire) on a 20 second timer with a very wide cone, and AR as a set starts to look a bit better. Total AoE damage over time is very competitive.
AR's fine. Would I trade Ignite in for Aim on my AR/Energy? Sure. Especially on that build. But the buffs to AR's cast times make it a very good set now, in the discussion for best AoE damage primary.
eh, I'll take a crack at this one:
1.) you get ignite, which is ranged burn on crack (back when hamis were hamis, and ed didn't exist, 6 slotting w/ dam/ranges made for some fun times)
2.) every tick doesn't have a chance to crit, you have a chance for an extra tick at the end, and when it does hit, it's normally for an extra 100 or so damage, you hardly ever notice it, but it's nice when you DO get it (your combat window will say when it hits)
3.) yeah.. they need to update a few descriptions... but BU + FT + FA= win
Mister Weekly's BOOM box - Lvl 50 ar/FIRE/fire/
Hellion Girlfriend - EM/Stone brute
I have a few 50's...
Ah, the delay on RoA does make FA seem more competitive, I'm certain I can work my cones, so actually landing it every time should not be a problem, and likely at a longer (Safer) range than RoA since I'll be leveraging Boost range.
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo
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BU + FT + FA= win
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Nothing says you care more than napalm.
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Might make up for the fact that the full auto and rain of arrows are on the same recharge cycle except rain of arrows can hit 16 targets and full auto is only limited to 10.
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All for widening full auto's cone and increasing its target cap, but ROAs big advantage is that it gets aim and FA doesnt. OTOH FA starts doing damage from the second you click
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I'm still trying to get them to put FA's cone BACK to the 30 degrees it used to be. Especially with the target cap there is no reason for it to be that narrow.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
And IIRC the lucky shot fires at the end of the animation. You notice it if you're looking for it. It is usually in the high 100s at level 50 or so. You might not notice the number, but if you're targetting something you'll just see "drain drain drain CHUNK" out of their HP bar.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
And after teaming my AR with an Archery blaster, I have to say that RoA+FA=Win City.
I'm coming back to the game after several months away, but I remember my AR/Energy was able to BR -> BU -> M30 -> FA to take out groups with little-to-no retaliation.
Now, what's all this about Ignite with a 20-second recharge?
's doesn't make things plural.
Doesnt hurt as much for AR/EM as it does AR/Dev.
/EM players need an Epic hold anyway to leverage Ignite.
/Dev players, with webnade and caltops, have many more opportunities for Ignite...and oh damn, it isnt recharged yet. Thanks Devs.
-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
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I'm coming back to the game after several months away, but I remember my AR/Energy was able to BR -> BU -> M30 -> FA to take out groups with little-to-no retaliation.
Now, what's all this about Ignite with a 20-second recharge?
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January 22nd patch....
# Assault Rifle - Buckshot - Reduced animation time to 0.9 seconds.
# Assault Rifle - Beanbag - Reduced animation time to 0.9 seconds.
# Assault Rifle - Sniper Rifle - Reduced animation time to 3.67. (Interrupt time not changed)
# Assault Rifle - Flame thrower - Reduced animation time to 2.33 seconds and DOT effect now starts immediately.
# Assault Rifle - Ignite - Increased recharge to 20 seconds.
# Assault Rifle - Full Auto - Reduced animation time to 4 seconds.
Ignite got hit fairly hard, but especially for AR/EM it was a huge buff overall. You can now easily get all your AoEs into a BU cycle, FA, Flamethrower, Buckshot, & M30, any sequence you like best.
That's what I get for not reading carefully. >.<
I suppose the absurd ST damage of spamming Ignite and a properly-slotted Burst was, in fact, absurd...
's doesn't make things plural.
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Range Boost + BU + FT + FA= win
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Fixed that for you.
Because nothing says 'devastation' like a crashless nuke with a snipe-ranged cone AoE.
"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers
when you're slotted like I am, you don't need boost range :P
Mister Weekly's BOOM box - Lvl 50 ar/FIRE/fire/
Hellion Girlfriend - EM/Stone brute
I have a few 50's...
first off, what is gained by the omission of build up? is ignite patch thought to be the replacement power by most blasters?
Just how powerful is the 10% luckyshot, should I be expecting a huge *Bang* critical damage at the end, or is it only like a procs worth of extra damage?
Lastly, there any updates planned to change the written descriptions of powers, always misleading to see something like "Flamethrower, recharge: Slow" (20s) "Ignite, recharge: Fast"(20s) I know it's an artifact, but is there a listing of those problems so I don't get mislead about ones I don't expect?
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo