Assault Rifle Blaster


Another_Fan

 

Posted

What does it do well at, what not so well, what is a good secondary? Good team or solo?


 

Posted

It's good at steady AoE damage. Three cones and a targeted AoE (not even counting Ignites tiny but potent AoE) it's one of the best for area damage. Two damage types, so you always have something unresisted.

Downsides, it's largely lethal damage, it doesn't have a third single target blast, you don't get Aim and you don't get a conventional nuke. Though I prefer the mini-nuke.

I like Energy, Mental, and Ice for secondaries, probably in that order. Energy for ranged-boosted, freakin' huge cones, mental for yet another cone of yet another damage type, and Ice for the Ice Patch+Ignite BBQ fun.

I think it's a bit better for teaming than soloing, just so you have more targets for all of your AoE attacks. But it can solo fine, especially with a secondary like Ice or Dev.


 

Posted

I actually agree with what Phosphorescency completely. I just wanted to point out the reason I would take Energy for the secondary. At level 35 you get "Boost Range" which is easily put up all the time (I believe it's 3 recharges, but maybe just two), which will drastically increase the area of all those awesome cones, which is particularly awesome for Full Auto.

Getting to 32 (Full Auto) and 35 (Boost Range) will take a while, but the knockback in Energy Thrust (?), the first /Energy power and your Assault Rifle attacks should give you enough mitigation to solo easily.

Then late level you can handle huge groups, farm, whatever.

Take Hurdle (Fitness Pool) and Combat Jumping (Leaping Pool) if you want to add an extra layer of fun to this combination (or most any other for that matter).


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

Posted

Wow, nice and non-biased AR reviews

Phos and Gilia are totally on the point. While Energy or other secondaries are considered greater for AR, I'm still a lover of Device even with the lack of BU, for the only power of Caltrops which do magic to allow you to deliver that killer chain of cones.


 

Posted

AR has a slight inherent acc bonus.

It also offers a mixed damage type; mostly lethal w/ some fire thrown in.

It offers one of only 2 customizable ranged damage sets, and it's the only one that's "modern". If they'd add a few more nice AR models, I'd be more inclined to play one.

It offers a crashless tier 9 attack that can be used relatively often.

It has a good number of AoEs; Buckshot, M30 Grenade, Flamethrower, Ignite, Full Auto.

You get a mix of debuffs; -def, kb, and I think a fear effect on ignite.


 

Posted

The above assessments are pretty much bang on. It's got plenty of AoE and really shines on teams because of that. ST damage is decent, but few in number which can be irritating. Cones take a little getting used to. Having your tier 9 available every mob is nice. Ignite is potent, if you can keep the npc still (ie. immob'd or held).

Conceptually it matches up nicely with /Dev, although synergy-wise it's probably better paired with /Energy.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

[ QUOTE ]
The above assessments are pretty much bang on. It's got plenty of AoE and really shines on teams because of that. ST damage is decent, but few in number which can be irritating. Cones take a little getting used to. Having your tier 9 available every mob is nice. Ignite is potent, if you can keep the npc still (ie. immob'd or held).

Conceptually it matches up nicely with /Dev, although synergy-wise it's probably better paired with /Energy.

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Honestly, I never really liked the pairing of any blaster secondaries w/ AR. What I wanted out of an Ar blaster I pretty much got out of a SoA "Huntsman" build...


 

Posted

[ QUOTE ]
[ QUOTE ]
The above assessments are pretty much bang on. It's got plenty of AoE and really shines on teams because of that. ST damage is decent, but few in number which can be irritating. Cones take a little getting used to. Having your tier 9 available every mob is nice. Ignite is potent, if you can keep the npc still (ie. immob'd or held).

Conceptually it matches up nicely with /Dev, although synergy-wise it's probably better paired with /Energy.

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Honestly, I never really liked the pairing of any blaster secondaries w/ AR. What I wanted out of an Ar blaster I pretty much got out of a SoA "Huntsman" build...

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I always found it amazing that SOA feel more blastery than blasters much of the time. Certainly pre IO. Its especially so considering dev statements that they didn't want squishies to be able to get unsquishy via the invention system.


 

Posted

I'm currently having fun with an AR/elec blaster. I know it's not the best numbers wise, but the rifle for long range and her "EMP gloves" (thats what she calls them in her origin) make for a thematic army of one.


 

Posted

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I'm still a lover of Device even with the lack of BU, for the only power of Caltrops which do magic to allow you to deliver that killer chain of cones.

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Have your cake and eat it to! Ice patch is great in /ice for mitigation and getting the most out of ignite but Shiver is the standout of the set for me. Keeps them at range for your cones and slows recharge. You also get a single target hold to stack with one of the epic holds. PLUS you get build up.


 

Posted

Assault rifle is "King of Cones" don't even bother with burst though, slug and down is worth it. my 50 ar blaster is AR/Eng for energy thrust (great for 'get out of my face' situations), build up (nothing like using 'surv/build/lrm/fA' most things are dead except bosses but ehh, usual) enhance range, (makes FA even better since it's innately narrow) conserve power (for those really long fights) and Total focus (great stun and huge dmg)

pools I chose were flight (travel), speed (hasten only), concealment(hey solo is easier, especially with phase shift), and fitness (usual)

Munitions epic is very nice for AR as well and surveillance makes the lethal defense not as bad.


 

Posted

re: burst. it can take the -RES proc which takes some of the pain out of all that lethal damage...


 

Posted

Burst is also one of only two single-target blasts you get... and no, ignite doesn't count on an /em. Sure you've got blaps too, but it's also one of your 3 fire-through-mez attacks, can take the -res proc as noted above, and well, sometimes getting in close just isn't a good idea. Frankly, skipping burst is a bad idea.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

QR

You get two real single target blasts. Burst does better Damage per Second, Damage per Activation, and Damage per End. It's your best pulling tool, and it works while you're mezzed.

Burst used to be pretty awful, but these days you can make a great case that if you're only taking one single target blast that Burst is the better choice. But I'd definitely take both.


 

Posted

Let's remember first two tier attacks from primary you can use mezzed, that is reason I take burst and slug.. I skip m30 grenade


 

Posted

I love my AR/Dev... in grps I can lay down nonstop aoe (pretty much the only reason I would stop is if I am picking up too much aggro)... and with devices, I can solo and still be in good shape... also there is nothing better than taking down that mob that is running with a sliver of health left from what seems like miles away with the sniper rifle... sometimes you can barely see em when they go down... reminds me of those long distance shots from League of Extordinary Gentlemen...

I also took munitions mastery for the LRM... it makes a great opener LRM > FA > M30 > FT > BS > M30... (the M30 puts them on there butts and keeps them off you) yeah the LRM takes forever to fire... but that gives the tank time to get aggro and pack a nice tight grping, which makes it a good opener every other group or so depending on how fast they go down


 

Posted

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I also took munitions mastery for the LRM... it makes a great opener LRM > FA > M30 > FT > BS > M30... (the M30 puts them on there butts and keeps them off you) yeah the LRM takes forever to fire... but that gives the tank time to get aggro and pack a nice tight grping, which makes it a good opener every other group or so depending on how fast they go down

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I personally fire off M30 before FA. Since the KB occurs when the grenade reaches the target, you can be firing off FA before they even start flying. By the time everyone's back in the fight they've taken some significant damage and you're done the FA animation. Haven't picked up LRM yet, though I'm looking forward to it. Not sure if it works in that same way as M30->FA, but could be interesting.

Bah, doesn't matter. I just love guns and 'splosions.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier