AR/Dev Respec


Dr_E_Genius

 

Posted

I currently have my first ever toon sitting at lvl 26. Hi is an AR/Dev blaster who currently has a very very very bad build. I would a prriciate advice on which powers are good and which are not so I can sort out a build for him.

Also I would like answers on the following:

1) Is teleport for for useful for pulling to mines and if so what are the chances of pulling an awkward mob such as a boss, or malta sapper onto the mines?

2) How good is the auto turret? Is it worth getting recall friend to move it about?

3) Is ignite any good in teams? Any tactical uses for it?

4) Is hasten required for mine laying or can 3 recharges keep the laying managable?

5) Can I get away with not slotting Accuracy into my attacks at a high level if I run targetting drone constanly?

6) Any particularly useful powers for an AR/Dev blaster from the various pools?

7) Stamina: Is it essential when running targeting drone and cloaking device all the time?

8) Is it wise to slot attacks for range over either recharge or endurance reduction?

9) Is time bomb useful or is it too unreliable for regular use?

10) Is smoke grenade useful for stealthing and how big is the -to hit on it?

11) Will cloaking device allow me to stealth missions or will I need either stealth or SS as well?


 

Posted

[ QUOTE ]
1) Is teleport for for useful for pulling to mines and if so what are the chances of pulling an awkward mob such as a boss, or malta sapper onto the mines?

[/ QUOTE ] I believe it's very good. It might not work on bosses, but sappers aren't bosses.

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2) How good is the auto turret? Is it worth getting recall friend to move it about?

[/ QUOTE ] I was planning on doing this too. Auto turret is also good for taking aggro/alpha strikes.

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3) Is ignite any good in teams? Any tactical uses for it?

[/ QUOTE ] Not in my build.

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4) Is hasten required for mine laying or can 3 recharges keep the laying managable?

[/ QUOTE ] Hasten is always good!

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5) Can I get away with not slotting Accuracy into my attacks at a high level if I run targetting drone constanly?

[/ QUOTE ] Yes

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6) Any particularly useful powers for an AR/Dev blaster from the various pools?

[/ QUOTE ] Speed, Health, Medicine, Leadership - not in any particular order.

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7) Stamina: Is it essential when running targeting drone and cloaking device all the time?

[/ QUOTE ] You need stamina, even when not running TD and CD.

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8) Is it wise to slot attacks for range over either recharge or endurance reduction?

[/ QUOTE ] Depends on what you are doing. I've slotted slug for range, because I don't have snipe. Caltrops can also use range enhacmements

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9) Is time bomb useful or is it too unreliable for regular use?

[/ QUOTE ] Not in my build

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10) Is smoke grenade useful for stealthing and how big is the -to hit on it?

[/ QUOTE ] Not in my build

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11) Will cloaking device allow me to stealth missions or will I need either stealth or SS as well?

[/ QUOTE ] Cloaking device is pretty good on it's own, but SS certainly helps.


UNION @Flitz 50, Lead Hose 50, Red Rag 50
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..and many more!

 

Posted

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1) Is teleport for for useful for pulling to mines and if so what are the chances of pulling an awkward mob such as a boss, or malta sapper onto the mines?

[/ QUOTE ]
You can't teleport a -1 boss. At all.

You can teleport a +3 minion if you hit it.

Lieutenants have to be even level or below to be teleported.


 

Posted

[ QUOTE ]
1) Is teleport for for useful for pulling to mines and if so what are the chances of pulling an awkward mob such as a boss, or malta sapper onto the mines?

[/ QUOTE ]
As others have said: great for minions, poor for anything else.

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2) How good is the auto turret? Is it worth getting recall friend to move it about?

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AT was my main way of soloing Invincible Malta missions; Recalling AT into the path of a Gunslinger/Zeus Titan, then Beanbag+Taser, Web Grenade, Ignite, WG, Ignite, WG... so on.

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3) Is ignite any good in teams? Any tactical uses for it?

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Web Grenade+Ignite is your highest DPS attack chain. It has great use against AVs and tough bosses alike.

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4) Is hasten required for mine laying or can 3 recharges keep the laying managable?

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I'd hate to go mine-laying without it, but I'm used to PvP. How patient are you?

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5) Can I get away with not slotting Accuracy into my attacks at a high level if I run targetting drone constanly?

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Not really, but that does depend on your difficulty level.

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6) Any particularly useful powers for an AR/Dev blaster from the various pools?

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Hasten, TP Foe & Recall Friend.

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7) Stamina: Is it essential when running targeting drone and cloaking device all the time?

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It's essential if you want to use your AoEs... and you want to use your AoEs.

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8) Is it wise to slot attacks for range over either recharge or endurance reduction?

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Not really, unless you're aiming to do something specific in PvP. In PvE, you're always going to get outranged by mobs from the mid-20s upwards.

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9) Is time bomb useful or is it too unreliable for regular use?

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It takes a lot of effort to make it work. 9 times out of 10, there are better solutions available... but it is a fun power.

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10) Is smoke grenade useful for stealthing and how big is the -to hit on it?

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It's decent in the right hands as a -perc power, but the -ToHit is utterly dire.

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11) Will cloaking device allow me to stealth missions or will I need either stealth or SS as well?

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You can't use Stealth and Cloaking Device. CD + Smoke Grenade works well enough, although CD + SS does work most effectively.


@Synaesthetix
"Here, take some more bees with you. You may need them."
Union: FU//LoUD

"that Syn is that that" - Mothers Love

 

Posted

[ QUOTE ]
1) Is teleport for for useful for pulling to mines and if so what are the chances of pulling an awkward mob such as a boss, or malta sapper onto the mines?

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just the sapper but what about the tac ops that may follow and stun you?...

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2) How good is the auto turret? Is it worth getting recall friend to move it about?

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....yeah let that have the stun.

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3) Is ignite any good in teams? Any tactical uses for it?

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very good power more so soloing or versus AV imo i dont have it as my tactics/priorities differ and we only get 25 powers.

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4) Is hasten required for mine laying or can 3 recharges keep the laying managable?

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it isnt required but depending on how dependent you are on mines would say whether to get it or not, i wanted ss and combat kick just didnt appeal where as haste creates lots of advantages.

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5) Can I get away with not slotting Accuracy into my attacks at a high level if I run targetting drone constanly?

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Some people say you can but for me i'd sooner have the accuracy because sometimes you really cant afford to miss. If you had no TD you would have 2 accs for pvp i bet.

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6) Any particularly useful powers for an AR/Dev blaster from the various pools?

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I took combat jump (-immob), acrobatics (because knockbacks = -dps), haste (fast recharge mines = +dps), superspeed (ss+CD = invis, then go into a mob, drop timebomb count to 11 secs drop tripmine and boot it past minefield and chuck caltrops). Med pool and TP pool are good, i dont have them for concept reasons.

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7) Stamina: Is it essential when running targeting drone and cloaking device all the time?

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AR/dev if you slot CD 1 end, TD 2-3 end, each attack 1 end, travel powers with an end, acrobatics 2-3 is borderline of no fitness pool needed imo but fwiw ymmv then ya can go stimulant and aid self for health. Health from fitness pool can mess with ya defiance when you dont want it to as well.

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8) Is it wise to slot attacks for range over either recharge or endurance reduction?

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I dont want or need range as much as rechg or end but wider cones are nice but so can moving to a position where groups looked more stacked as nothing is a perfect circle but be careful.

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9) Is time bomb useful or is it too unreliable for regular use?

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If i am pulling to mines its a kickstart in damage, for me its a put in the middle of a mob weapon leave wait for it and then pull on the knockback or add a tripmine like i said and run.

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10) Is smoke grenade useful for stealthing and how big is the -to hit on it?

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-per is useful to throw into groups of foes near a group the team is about to fight (lame tank dont herd away) and the -tohit isnt much (5%base i think) but would stack nicely with anybody elses -tohit debuff or psuedo stack with +def but for me its more a -per power but i have CD and ss.

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11) Will cloaking device allow me to stealth missions or will I need either stealth or SS as well?

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Depends on mission and how close you like to get to Knives of Artemis, i personally think you would be better off to stack it with something and ss is good for speed too.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Thanks for all the advice:

This si the build I am thinking of, comments on slotting would be most welcome as I am not sure on this point.

01) --> Burst==> Acc(1) Dmg(3) Dmg(7) Dmg(23) Rechg(40) EndRdx(46)
01) --> Web Grenade==> Acc(1) Rechg(43)
02) --> Slug==> Acc(2) Dmg(3) Dmg(5) Dmg(15) Rechg(36) EndRdx(37)
04) --> Buckshot==> Acc(4) Dmg(5) Dmg(7) Dmg(17) Range(36) Rechg(37)
06) --> Hurdle==> Jump(6)
08) --> Hasten==> Rechg(8) Rechg(9) Rechg(9)
10) --> Targeting Drone==> EndRdx(10) TH_Buf(11) TH_Buf(11) TH_Buf(17)
12) --> Sniper Rifle==> Acc(12) Dmg(13) Dmg(13) Dmg(15) Rechg(40) Range(42)
14) --> Super Speed==> Run(14) EndRdx(40)
16) --> Health==> Heal(16)
18) --> Flamethrower==> Acc(18) Dmg(19) Dmg(19) Dmg(23) Range(36) Rechg(37)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Cloaking Device==> EndRdx(22)
24) --> Caltrops==> Slow(24) Slow(25) Slow(25) Rechg(42)
26) --> Ignite==> Dmg(26) Dmg(27) Dmg(27) Acc(42) EndRdx(43)
28) --> Trip Mine==> Dmg(28) Dmg(29) Dmg(29) Acc(31) Rechg(31) Rechg(34)
30) --> Teleport Foe==> Acc(30) Acc(31)
32) --> Full Auto==> Dmg(32) Dmg(33) Dmg(33) Acc(33) Rechg(34) Rechg(34)
35) --> Recall Friend==> EndRdx(35)
38) --> Auto Turret==> Dmg(38) Dmg(39) Dmg(39) Acc(39) Rechg(43) EndRdx(50)
41) --> Body Armor==> DmgRes(41)
44) --> Cryo Freeze Ray==> Acc(44) Hold(45) Hold(45) Hold(45) Rechg(46) Rechg(46)
47) --> LRM Missile==> Acc(47) Dmg(48) Dmg(48) Dmg(48) Rechg(50) Rechg(50)
49) --> Teleport==> Range(49)


 

Posted

Unless you're taking it for PvP purposes Damage will do more for you than Slow in Caltrops. In PvE the basic -Speed is enough.

You may also want to reprioritize your slotting order and wait to slot Caltrops until your attacks have what they need.


 

Posted

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Unless you're taking it for PvP purposes Damage will do more for you than Slow in Caltrops. In PvE the basic -Speed is enough.

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I'd never consider slotting Caltrops for Damage, what a waste that would be. That said, you'll more likely want Recharges in Caltrops, and a Slow for facing reds and purples who would otherwise skip over them.


@Synaesthetix
"Here, take some more bees with you. You may need them."
Union: FU//LoUD

"that Syn is that that" - Mothers Love

 

Posted

[ QUOTE ]

1) Is teleport for for useful for pulling to mines and if so what are the chances of pulling an awkward mob such as a boss, or malta sapper onto the mines?

[/ QUOTE ]

wont be able to tp foe on boss's all you'll do is agro the boss and probley the mobs they with

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2) How good is the auto turret? Is it worth getting recall friend to move it about?

[/ QUOTE ]
in comparision to other blaster pets in a nut shell it's very very poor, you have a stationary pet that takes time to get out and DOES NOT MOVE - which means you are FORCED to take recall friend just to be able to move, if your soloing it can be good for taking agro, my usual trick when soloing is mines in the door way, caltrops behind them and turret back from that so mobs etc hit the mines anything survives gets hit but turret and then hits the caltrops...
in my final respec i am dropping auto turret completely, put it this way, lvl 50 auto turret Vs a lvl 28 mayvern of ministery 3 lvl 50++ damage SOs the damage didn't even get into triple figures or even close, cant remember exact damage tbt. when you first get auto turret after lvling to 38 its a case of OMG i got an auto turret [img]/uk/images/graemlins/grin.gif[/img] soon as you use its a case of OMFG how pants is this? [img]/uk/images/graemlins/mad.gif[/img]
even 3 dam SOs 2 Acc SOs and 1 recharge, well erm [img]/uk/images/graemlins/confused.gif[/img] it CAN have its uses then again so can other powers, and assualt does work on it as well

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3) Is ignite any good in teams? Any tactical uses for it?


[/ QUOTE ]
tank herd, taunt, ignite, dot, full agro need i say more [img]/uk/images/graemlins/smile.gif[/img]
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4) Is hasten required for mine laying or can 3 recharges keep the laying managable?

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hasten ALWAYS good [img]/uk/images/graemlins/smile.gif[/img] 3 recharge SOs will drop recharge time/mine to about 8 secs i THINK lol, been while since i looked lol, but usualy mine laying i use hasten & geas of the kind ones
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5) Can I get away with not slotting Accuracy into my attacks at a high level if I run targetting drone constanly?


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most of my powers have 1 acc SO slotted, mind you i also have tactics as well usualy running in conjunction with TD
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6) Any particularly useful powers for an AR/Dev blaster from the various pools?

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lets see... leaping pool, immob protection, (immobed squishy is a face planted squishy), SJ for travel power, acrobatics, (boss's playing squishy bouncy ball = face planted squishy, and ar/devs probley one of the most squishy blasters lol) leadership pool, assualt (placate resistance and think fear resist, extra damage is always good, for teams it helps boost all the close by team mates damage as well) Tactics, (+acc & +percept, again helps with the teams, plus pvp side you NEED tactics to be able to see stalkers using stealth/hide combo, wont let you see ones using invis but unless it's grant invis they been given, they have to drop it to be able to go for the AS, caltrops auto hit so there's their AS gone :P plus most teams pvp zones go ooohhh stalker... gank lol) FTNESS, FITNESS FITNESS... :P
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7) Stamina: Is it essential when running targeting drone and cloaking device all the time?


[/ QUOTE ]
HELL YES, both are end hogs which you dont notice till you start fighting a lot [img]/uk/images/graemlins/smile.gif[/img]
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8) Is it wise to slot attacks for range over either recharge or endurance reduction?


[/ QUOTE ]
depends which attacks and also if you're happy with the end burn, I'd suggest copying your alt over to the test server and trying for yourself an get a feel for it [img]/uk/images/graemlins/smile.gif[/img], with burst and slug i got 1 range in each, rest of SOs there i'd have to have a look at some time

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9) Is time bomb useful or is it too unreliable for regular use?


[/ QUOTE ]
It's damn good even though i dont have in my alt, but to be able to get away with laying one, you will need super speed with cloaking device running in order to be ablet to get away with laying it at most mobs feet... but i WOULD NOT try that with knives of artamus, essent think of em as evil twins to you dev lol :P

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10) Is smoke grenade useful for stealthing and how big is the -to hit on it?


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all can say is -acc and -percept, always goo but dont know the numbers, max probley be able to get you them lol [img]/uk/images/graemlins/grin.gif[/img]

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11) Will cloaking device allow me to stealth missions or will I need either stealth or SS as well?

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cant run cloak and stealth same time so pointless taking it lol (hey we aint stalkers, maybe stalker hunters at times but def not stalkers lol) i can USUALY get away with just cloak and using sj to bounce fast but since issue 7 cloak becomes more see through when clicking glowies, so have to be a tad more careful now, dont know if SS will help on that or not tbt as i lost SS a long while back, mainly i needed vert movement as well as fast hori- movement

and last but not least i'd slot both td and cloak both with 3 end reducts, trust me you'll notice the dif on your end, my TDs slotted with 3 to hits and 3 end reducts and cloaks 3 end reducts and 3 def- 1 beign a hammie o, but with slots please bear in mind me blasters now a lvl 50 lol
also with tactics i 4 slotted it as well, 3 to hits and 1 end reduct, might be a tad over kill but well i like playing tag with the nice little stalkers in sirens call :P

hope this helps matey, also bear in mind caltrops is auto hit, so heading pvp zones dont leave home without it :P


 

Posted

I would list ignite as a good area denial tool but not something to rely on for damage. Time bomb is not worth it. Getting the timing right to set it off and do damage is very frustrating. The only other use it has is to use cloaking device and stealth then set it in the middle of a mob. Smoke grenade was good but it now drops your stealth when you use it. So the -perc only replaces what you lost from cloaking device from using the grenade. I would say skip it.
I wouldn't bother with range enhancers. Most enemies you meet in the later game will outrange you anyway. Most of my powers are slotted 3 damage, 2 recharge and 1 end red. But I don't use hasten it spoils my characters concept.
Targetting drone will take care of all your accuracy needs slotted out with 1 end red and 3 tohit buffs. so you can drop the acc enhancements from your attacks. Other than trip mines, time bomb and auto turret, these make their own tohit roll.


 

Posted

Shannon: I took combat jump (-immob), acrobatics (because knockbacks = -dps), haste (fast recharge mines = +dps), superspeed (ss+CD = invis, then go into a mob, drop timebomb count to 11 secs drop tripmine and boot it past minefield and chuck caltrops).

[img]/uk/images/graemlins/smirk.gif[/img] Yeah, thats my build/tactics too. But I also got SJ.


 

Posted

For my Energy/Device Blaster, I've kept hold of Auto Turret for the fact that, although it's not a great damage-dealer, if the enemies are attacking it, they're not attacking you.

It's also handy in AV fights, as the constant rate of fire counter-acts their regeneration rate.