how good is ar/dev/munitions


Avani

 

Posted

well.. i have a cyborg concept in mind.. when talking about costume something like G I Joe crew
how ar/dev/munitions is good.. i known it isnt a dmg god like fire, but wich to known about pros and cons on that build

one more thing.. im creating this toon today.. and will buy the cyborg pack in 1week.. will this toon recive all stuffs of cyborg pack like self destruction power and cyborg costume pieces, or i need to build the toon after purchase the pack?

thnx!


 

Posted

maybe a corr ar/trap/mace > blaster ar/dev/munitions
since FFG > all :O


 

Posted

It's got lots of cones so it can have smooth chain of AoEs.

Solo it's safe but fairly slow, since it lacks Aim and Build up and the secondary takes a bit too long to set up.

On teams MOST of your secondary is going to be pretty useless and if you don't have a controller or a good tank all the AoEs are going make you an aggro magnet.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

[ QUOTE ]

one more thing.. im creating this toon today.. and will buy the cyborg pack in 1week.. will this toon recive all stuffs of cyborg pack like self destruction power and cyborg costume pieces, or i need to build the toon after purchase the pack?

thnx!

[/ QUOTE ]

after you upgrade with the booster packs all existing and future heroes/vills get the costumes/power/auras


 

Posted

For a cyborg concept, how about AR & Energy Manipulation instead of Devices? AR/EM has a lot more synergy than AR/Dev.

EM gives you Build-Up, which helps make up for the fact that AR has no Aim power.

EM gives you Boost Range which works amazingly well with the AR cone attacks.

The EM melee attacks make up for AR's overall lack of single-target damage.

Bean Bag and Total Focus or Stun can be combined to mez bosses.


 

Posted

It's not bad, but it doesn't have any blow-you-out-of-the-water synergy.
Assault Rifle has a lot of AoE. Devices is pretty weak on offense, but defensively quite strong. Neither enhances the other in any particularly unique way; as noted AR/EM has more specific synergy to it.

Don't believe people who say /dev "takes too long to be useful". It takes too long if you decide to lay down a dozen trip mines, but that's not how it should be played - throw down some caltrops, and if you're soloing you might place one trip mine for the Defiance boost before you open fire.

Saying that most of the secondary is useless on teams is only true if you consider trip mine and time bomb to be "most of the secondary". (Even those are useful in some TF situations, but they're the exception rather than the rule.)


 

Posted

Well, if you're looking for fun, AR/Dev/Munitions is loads of it!

Granted, you'll be stuck in animations for most of your action, but that's OK... you didn't want to be the most efficient killing machine, you wanted concept; and concept you'll get with AR/Dev/Munitions!

I even took hover/fly on my AR/Dev and it's pretty cool. I am also surprised that no one has mentioned tactics (no, not the pool power) for this. /DEV by itself requires a completely different playstyle for blasters. AR only adds to this.

Plus, you do get some damage bonus from Targeting Drone to Snipe (maybe others, but it's minimal / not really worth detailing). Also, for just PVE where to-hit/acc aren't so crucial, the T-Drone allows only 1 or none (for full auto/ignite) accuracy enhancements. I mean, for SO's. I don't plan to use IO's for my AR/Dev, as it's PVE and not really needed.

What I like to do is fly above a tight spawn, drop caltrops (put ranges in it) and ignite (again, with ranges). As the mobs on caltrops will mostly try to run, and shoot you less, it buys you some time. After the ignite patch is down, hit Flame Thrower and/or full auto, and you're golden.

I do not think an AR/traps corrupter is better, as it lacks targeting drone and cloaking device. The FFG is pretty slick and helps with most mezzes, plus is better DEF than cloak, but for playstyle, the Corr and Blaster are very different.

AR/Dev is also cool with a teammate or three, and on TS or vent, coordinating snipes. Pretty fun stuff.

I've played every blaster primary and secondary, and I am really having PVE fun with AR/Dev/munitions... but I will reiterate, it is NOT the most efficient blaster. Especially when you will constantly be watching your "defiance" drop with all the long activations...

-r0y


"Look how many pages of crap are in this thread already!" -r0y to all threads on these forums.

 

Posted

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Kowalski: Level 50 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst -- Acc(A), Dmg(3), Dmg(5), Dmg(7), EndRdx(43), RechRdx(46)
Level 1: Web Grenade -- Acc(A), Acc(17), Range(42)
Level 2: Slug -- Acc(A), Dmg(3), Dmg(5), Dmg(7), RechRdx(29), EndRdx(43)
Level 4: Caltrops -- RechRdx(A), Range(43), Range(50)
Level 6: Swift -- Flight(A)
Level 8: Hover -- EndRdx(A), Flight(9), Flight(9)
Level 10: Targeting Drone -- EndRdx(A), ToHit(11), ToHit(11), ToHit(39), EndRdx(40), ToHit(46)
Level 12: Sniper Rifle -- Acc(A), Dmg(13), Dmg(13), Dmg(17), EndRdx(29)
Level 14: Fly -- EndRdx(A), Flight(15), Flight(15)
Level 16: Health -- Heal(A)
Level 18: Hasten -- RechRdx(A), RechRdx(19), RechRdx(19)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Flamethrower -- Acc(A), Dmg(23), Dmg(23), Dmg(25), EndRdx(25), RechRdx(39)
Level 24: Cloaking Device -- EndRdx(A), DefBuff(40), DefBuff(40)
Level 26: Ignite -- Dmg(A), Dmg(27), Dmg(27), RechRdx(37), RechRdx(39)
Level 28: Aid Other -- Heal(A)
Level 30: Aid Self -- RechRdx(A), RechRdx(31), Heal(31), Heal(31), EndRdx(34), IntRdx(37)
Level 32: Full Auto -- Dmg(A), Dmg(33), Dmg(33), RechRdx(33), RechRdx(34), RechRdx(34)
Level 35: Trip Mine -- Dmg(A), Dmg(36), Dmg(36), RechRdx(36), RechRdx(37)
Level 38: Super Speed -- Run(A)
Level 41: Body Armor -- ResDam(A), ResDam(42), ResDam(42)
Level 44: Surveillance -- Acc(A), Acc(45), DefDeb(45), RechRdx(45), RechRdx(46)
Level 47: LRM Rocket -- Acc(A), Dmg(48), Dmg(48), Dmg(48), RechRdx(50), RechRdx(50)
Level 49: Smoke Grenade -- RechRdx(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance


"Look how many pages of crap are in this thread already!" -r0y to all threads on these forums.

 

Posted

With IO's (same build/slots as above) but keeping it CHEAP! (except for a couple IO's, most are reasonably-priced)

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Kowalski: Level 50 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Dmg/EndRdx(7), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(46)
Level 1: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-Acc/EndRdx(17), TotHntr-Acc/Immob/Rchg(42)
Level 2: Slug -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Dmg/EndRdx(7), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(43)
Level 4: Caltrops -- TmpRdns-Rng/Slow(A), TmpRdns-EndRdx/Rchg/Slow(43), Range-I(50)
Level 6: Swift -- Run-I(A)
Level 8: Hover -- EndRdx-I(A), Flight-I(9), Flight-I(9)
Level 10: Targeting Drone -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/EndRdx(11), GSFC-ToHit(39), GSFC-Build%(40), Rec'dRet-Pcptn(46)
Level 12: Sniper Rifle -- Mantic-Acc/Dmg(A), Mantic-Acc/ActRdx/Rng(13), Mantic-Dmg/ActRdx/Rchg(13), Mantic-Dmg/EndRdx/Rchg(17), Mantic-Dmg/EndRdx(29)
Level 14: Fly -- EndRdx-I(A), Flight-I(15), Flight-I(15)
Level 16: Health -- Heal-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Flamethrower -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/Rng(23), AirB'st-Dmg/EndRdx(23), Det'tn-Acc/Dmg(25), Det'tn-Acc/Dmg/EndRdx(25), Det'tn-Dmg/EndRdx/Rng(39)
Level 24: Cloaking Device -- Krma-ResKB(A), Ksmt-ToHit+(40), EndRdx-I(40)
Level 26: Ignite -- AirB'st-Dmg/Rchg(A), AirB'st-Dmg/Rng(27), Det'tn-Dmg/Rchg(27), Det'tn-Dmg/Rng(37), Det'tn-Dmg/EndRdx/Rng(39)
Level 28: Aid Other -- Heal-I(A)
Level 30: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(34), IntRdx-I(37)
Level 32: Full Auto -- AirB'st-Dmg/EndRdx(A), AirB'st-Dmg/Rchg(33), AirB'st-Dmg/Rng(33), Det'tn-Acc/Dmg/EndRdx(33), Det'tn-Dmg/EndRdx/Rng(34), Det'tn-Dmg/Rchg(34)
Level 35: Trip Mine -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Dmg/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 38: Super Speed -- Run-I(A)
Level 41: Body Armor -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(42), S'fstPrt-ResDam/EndRdx(42)
Level 44: Surveillance -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(45), AnWeak-DefDeb/EndRdx/Rchg(45), AnWeak-Acc/Rchg/EndRdx(45), AnWeak-DefDeb(46)
Level 47: LRM Rocket -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(48), AirB'st-Dmg/Rchg(48), Det'tn-Acc/Dmg(48), Det'tn-Acc/Dmg/EndRdx(50), Det'tn-Dmg/EndRdx/Rng(50)
Level 49: Smoke Grenade -- ToHitDeb-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance


"Look how many pages of crap are in this thread already!" -r0y to all threads on these forums.

 

Posted

I have been ar/dev since forever and I love it... and the addition of mm makes it all the more fun with the LRM...

in groups once you have your middle of the road io sets in, you will have ungodly aoe powers... yes, you dont have that one kill everything instantly attack aim > bu ... that is only good every so often... but you will always have an aoe attack up when in a group...

I never ran the numbers... but having LRM up every other pack and FA up every pack does huge numbers consistently and with no end issues...

solo game is ok... it just requires more thought... I hate cave missions and prefer things that let me take advantage of range...

definitely get cloaking device and superspeed and hover, you want to be off the ground and you do not want the movement penalty you get from stealth...


 

Posted

Why would a cyborg plant mines or throw grenades? Targetting drone sorta fits, but I'd go w/AR/Energy Melee (cyborgs punch hard, right?), or AR/Elec.

GI Joe = AR/Dev for sure. *shrugs*

Biggest cons to AR/Dev is no Build Up, no Aim. I'll let others describe the pros--they're there, but they're not enough to overcome the no BU+Aim bit for me.


An Offensive Guide to Ice Melee

 

Posted

[ QUOTE ]
What I like to do is fly above a tight spawn, drop caltrops (put ranges in it) and ignite (again, with ranges). As the mobs on caltrops will mostly try to run, and shoot you less, it buys you some time. After the ignite patch is down, hit Flame Thrower and/or full auto, and you're golden.

[/ QUOTE ]

Of course an AR/EM would just hit Build-Up then Full-Auto and accomplish the same thing, then move on to the next group.

The lack of Aim/Build-Up has always been the biggest nail in the AR/Dev coffin. They really need to add some version of those powers to Devices.