Munitions or Force for AR/EM?
It's just my playstyle, but I picked Munitions because I'd built my AR/EM Blaster around trying to make "range is a Blaster's defense" true. I'm really fond of the sequence Range Boost, Build Up, LRM Rocket (the white minions go away), Snipe (one of the yellow lieutenants goes down), Slug (the other lieutenant goes down when he gets in range), proceed to next spawn. And it's entertaining to be able to stand up on the southeast tower at Point du Hoc while I'm waiting for the weekend Rikti mothership raids to start and take out the group of Rikti that spawn to the southeast .
"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
Munitions.
Surveillance(on boss/AV) -> Boost Range -> Build Up -> LRM -> Full Auto -> FlameThrower = Ownage.
155.8 + 178.6 + 121.1 = 455.5
Modifers: +100% IOs +100% Buildup + 16% (-14%res boss only)
1366pts to everything in the group. 1440 to the boss.
Boss are diced by 60% in first 10seconds from you alone and minions and LTs.. well they were gone in the first 3 seconds tops.
Plus Purple Sleep IOs are cheap and Sleep Grenade is actually useful for aggo control.
Tanker Tuesday #72 Oct 5 @Champion
"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."
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Munitions.
Surveillance(on boss/AV) -> Boost Range -> Build Up -> LRM -> Full Auto -> FlameThrower = Ownage.
155.8 + 178.6 + 121.1 = 455.5
Modifers: +100% IOs +100% Buildup + 16% (-14%res boss only)
1366pts to everything in the group. 1440 to the boss.
Boss are diced by 60% in first 10seconds from you alone and minions and LTs.. well they were gone in the first 3 seconds tops.
Plus Purple Sleep IOs are cheap and Sleep Grenade is actually useful for aggo control.
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Range Boost -> Surveillance(on boss/AV) -> Boost Range -> Build Up -> LRM -> Full Auto -> FlameThrower = Ownage.
You can easily find yourself in a position where you're just out of range for Surveillance, but everything else could hit, and Range Boost lasts long enough to get it all off, plus some cleanup attacks.
"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
Munitions big draw is LRM. Its the best part of the set and you don't need it. You have Full auto and Boost range, so you have a sniper range nuke on a faster recharge already.
Force gives you very nice mitigation and a safety button. Another choice might be Ice for you. The armor can slot both resist and defense globals and you have a nice set of self heals.
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Munitions big draw is LRM. Its the best part of the set and you don't need it. You have Full auto and Boost range, so you have a sniper range nuke on a faster recharge already.
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There's nothing wrong with two sniper range nukes with a fast recharge right?
(Since Long Range Missile Missile is instant (non DoT) damage it can be immediatly followed by full auto, eliminating just about everything in the spawn before they can see what's hitting them.)
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo
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Munitions big draw is LRM. Its the best part of the set and you don't need it. You have Full auto and Boost range, so you have a sniper range nuke on a faster recharge already.
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There's nothing wrong with two sniper range nukes with a fast recharge right?
(Since Long Range Missile Missile is instant (non DoT) damage it can be immediatly followed by full auto, eliminating just about everything in the spawn before they can see what's hitting them.)
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Lrm has a 4 minute recharge vs Full autos 1 minute plus it has a 6 second cast time. you can do more damage in your buildup window with other attacks
<QR>
I went Muns mainly for concept, but LRM is just great to watch anyways. Honestly, the Blaster APPs all offer something a little different, so it's just a matter of what you want/need.
Don't I know you???
I took munitions on my AR/Dev, but I went AR/EM/Electric, for a change. Shocking Bolt for the hold to use with ignite, Static Discharge for a cone that would help with many lethal resistant mobs, and Surge of Power.
I went with Force Mastery on my Fire/Fire. I did that so he could herd a bit, and inferno once they were bunched up.
-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
I went Munitions. I like Freeze Ray, for looks if nothing else, but handy. Body Armor, but my Build has Tough and Weave. Weave benefits wonderfully from Boost Power. LRM Rocket is nice, but recharge is neuterous.
And I may take Surveillence again at 49, but at 49 there is so much else and the -14% res to a single target is weak, it's strength being based on an 8 player team... and... and... what if all the Blasters had Surveillence!!!???!!! oh my!!! Fake Nemesis laugh at Surveillence, then hit you with a 500HP Stun Bolt!
What MM really needed was Self Stimulant which relieves mezzes and boosts damage! Leaves you drained when it wears off.
Quixotik
"I did not say this. I am not here." -Guild Navigator
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Weave benefits wonderfully from Boost Power.
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I thought toggles only benefit from Boost Power (and similar powers) for one ten-second tick?
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I went Munitions. I like Freeze Ray, for looks if nothing else, but handy. Body Armor, but my Build has Tough and Weave. Weave benefits wonderfully from Boost Power. LRM Rocket is nice, but recharge is neuterous.
And I may take Surveillence again at 49, but at 49 there is so much else and the -14% res to a single target is weak, it's strength being based on an 8 player team... and... and... what if all the Blasters had Surveillence!!!???!!! oh my!!! Fake Nemesis laugh at Surveillence, then hit you with a 500HP Stun Bolt!
What MM really needed was Self Stimulant which relieves mezzes and boosts damage! Leaves you drained when it wears off.
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Yeah so far I am liking my Munitions on my Fire/Dev/Mun. Freeze Ray helps add to the story of my toon. Body Armor good place to get a free 6% defense to all and the passive resist is ok. Just got LRM last night, wow, talk about a ranged mini nuke only got one slot in it so far, but I see the the potential. Looking foward to getting Survallence for boss fights to go quicker.
"Yes, winning all the time can be boring."
-Knight_Chill
"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."
-Spiritchaser speaking on Dom Revamp
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Weave benefits wonderfully from Boost Power.
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I thought toggles only benefit from Boost Power (and similar powers) for one ten-second tick?
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Toggles are basically putting a click on auto that fires every 0.5 seconds and lasts for 0.75 seconds. So yes, your thinking is correct.
Granted, Power Boost lasts for somewhere in the area of 15 seconds so I guess the extra 3% defense from Weave is a 'great' bonus if you really need it.
Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~
if you have never held or fired the LRM Rocket Launcher, then you are not qualified to make the decision no matter what people tell you about other powers...
It has Sniper Rifle Range and Damage, it makes a a great sound as it fires and heads towards the target, it does 2 types of damage with a nice KB... presently the recharge on mine is 153 sec. (avble about every 2-3 groups) with a range of 173....
The first time you set this thing loose and watch -173's and -126's flood the screen, then you will be able to make the decision... just imho
You could almost solo a pack of 52 Bosses with LRM > FA > M30 > FT > M30 > BS... (almost there alpha will kill you, but when you are done, the group healer could finish them off)...
I originally had Munitions on my AR/EM, but ended up switching to Force. LRM is fun, and does good damage, but I found on teams it was close to useless due to the animation time.
With Force, I do just as much damage, and have much improved survivability.
Threadjack!
Same question for AR/MM...
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I originally had Munitions on my AR/EM, but ended up switching to Force. LRM is fun, and does good damage, but I found on teams it was close to useless due to the animation time.
With Force, I do just as much damage, and have much improved survivability.
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well as i said... lrm is up every other pack in my build... and I use the animation to my advantage... the long animation gives the tank a sec to grab aggro and pack the grp together...
keep in mind that if your opener is lrm > fa> m30 ... thats over 10k dmg...
I'm a non-conformist. I went Cold Mastery 'cause I like Hibernate >_>
I probably should try Munitions, though.
Freedom Mains:
Sapphire Healer, Emp/Psych Def
Sapphire Blade, BS/Regen Scrap
Sapphire Gunner, AR/EM Blast
Izumi Reconstructed, Ice/Ice Corr
Operative Misaka, SoA
Arc #92364: The Shattered Sapphire
I'm leaning more towards Munitions, but I'm open to thoughts.