AR/Dark or AR/Rad


Blue_Note

 

Posted

As i have Bone Wings recipe on one of my characters and nobody wants it i decided to make a fallen angel concept villian.

First i thought about making him Rad/Dark, but i don't like Radiation Blast. Then made him as Ice/Dark this morning, kinda nice but still can't get near a good concept. While playing in Mid's Hero Designer i saw Assault Rifle and make a AR/Rad build. Radiation is good and solid one for me as i have a controller and defender. But Dark seems more nice for concept reasons.

What's bothering me is Endurance issues. If i recall correctly from Blaster set Assault Rifle have huge end cost. As Dark has no meaning of End Recovery i know i decided to ask you Villians.

Endurance bothering me because i am planning to solo mostly. On solo ability both Dark and Radiation have some control elements which will welcome on my side.

So in short, advices about AR/Dark. Is there some powers i should avoid in primary (that KB powers sounds really weird with anchoring secondaries).

Thanks before hand.


 

Posted

I find with my AR/Dark that he is really good at taking on large numbers of lieutenants and minions with the AoE potential but single target wise it is not quite as effective.

In the primary I have only left out m30 grenade, snipe and beanbag.

M30 because with tar patch to boost damage, flamethrower+full auto+buckshot means most mobs are dead and knocked on their backsides. Also the scatter is rather extreme and all over the place with m30.

Snipe because its damage is not that great for the activation time/interruptability. I also needed to drop powers to take acrobatics.

Beanbag, because whilst it is very useful for most builds, /dark gives you petrifying gaze which is a hold that keeps a mob in place for ignite patches (the core of my single target damage).

Endurance is a major problem for me with an AR/Dark, with all the toggles for /dark going plus acrobatics and combat jumping. Slotting endurance or IO sets which give endurance reduction in your attacks should help a lot.

Bosses can also be a pain, and I deal with this by extreme debuffing (Darkest Night and drop Dark Servant on top of the boss).


@Moondog
Union:
CoH: Moondog (WS); V-Rock (Tnk, semi-retired); Pole-Star (Bla); Demon Dog (Scr).
CoV: Midnight Gunner (Corr); Operative John Doe (Ban); Day-Star (Dom); Commissar Jaeger (MM).

 

Posted

Tar patch and ignite is awesome


thePhilosopher Martial Arts/Regen/Fire Scrapper
theRegulator Empathy/Energy/Soul Defender
Total Inertia Ice Blast/Kinetics/Psy Corruptor
Total Inferno Ice Blast/Thermal/Leviathan Corruptor

 

Posted

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Endurance is a major problem for me with an AR/Dark, with all the toggles for /dark going ...



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dark miasma only has 1 toggle


 

Posted

[ QUOTE ]
[ QUOTE ]
...
Endurance is a major problem for me with an AR/Dark, with all the toggles for /dark going ...



[/ QUOTE ]

dark miasma only has 1 toggle

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well i can think of 2, the stealth one and darkest night


 

Posted

On my AR/Dark I can be running shadowfall, darkest night, combat jumping and acrobatics (plus after hitting 41 I have the scorpion sheild from the BS PPP). The last two because I hate to be immobilised when things go pear shaped, and knockback/holds interupting the flamethrower/full auto/buckshot cycle can be deadly.

Add to that when solo I tend to herd groups to a blind, tarpatched corner with darkest night and if I get held/knockbacked then its usually faceplant city.

Also on on a good fast moving team i'm spamming full auto/flamethrower and I find my endurance plummets. I have no endurance reducers in full auto at the moment, running with 1 acc., 3 dam. and 2 rech. red. to max out availability and for flamethrower 1 acc., 3 dam and 2 range enh. to give some truly beautiful burning cone-age.

I am planning out a set IO build so I can also get some endurance reduction in there and finally have my cake and eat it .


@Moondog
Union:
CoH: Moondog (WS); V-Rock (Tnk, semi-retired); Pole-Star (Bla); Demon Dog (Scr).
CoV: Midnight Gunner (Corr); Operative John Doe (Ban); Day-Star (Dom); Commissar Jaeger (MM).

 

Posted

Anyway thanks for the replies but i already started him as AR/Rad last night. After tried of AR/Dark for two levels. I find Radiant Aura is more usefull than Twilight Grasp. For not suffering redraw time loss, i launch RA after my enemy is down.

Thanks for AR advices Moondog, i think they are also applies to Rad. And i will have AM, the most beloved buff of mine.


 

Posted

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After tried of AR/Dark for two levels. I find Radiant Aura is more usefull than Twilight Grasp.

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Hopefully, you didn't base your decision on that: TG is a much better power than RA! The heal is stronger and it also has -regen -dmg and -tht. The only drawback is that it requires a tht check.

PS you should try fire/dark some day


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
...
Endurance is a major problem for me with an AR/Dark, with all the toggles for /dark going ...



[/ QUOTE ]

dark miasma only has 1 toggle

[/ QUOTE ]

well i can think of 2, the stealth one and darkest night

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Arghh, 2 indeed. Damn late night forum crawls