Triple AR/Traps build
New reshuffing of powers after some discussion. Now four, possibly five of us soon.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Piety Silver Rho: Level 48 Technology Corruptor
Primary Power Set: Assault Rifle
Secondary Power Set: Traps
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Burst -- Empty(A)
Level 1: Web Grenade -- Empty(A)
Level 2: Buckshot -- Empty(A)
Level 4: Caltrops -- Empty(A)
Level 6: M30 Grenade -- Empty(A)
Level 8: Swift -- Empty(A)
Level 10: Acid Mortar -- Empty(A)
Level 12: Sniper Rifle -- Empty(A)
Level 14: Health -- Empty(A)
Level 16: Force Field Generator -- Empty(A)
Level 18: Flamethrower -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Poison Trap -- Empty(A)
Level 24: Assault -- Empty(A)
Level 26: Ignite -- Empty(A)
Level 28: Seeker Drones -- Empty(A)
Level 30: Triage Beacon -- Empty(A)
Level 32: Full Auto -- Empty(A)
Level 35: Trip Mine -- Empty(A)
Level 38: Hasten -- Empty(A)
Level 41: Charged Armor -- Empty(A)
Level 44: Tactics -- Empty(A)
Level 47: Power Sink -- Empty(A)
Level 49: Vengeance -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Assault is now much more early in order to take advantage of superteam play.
Ideon's Paragonwiki page
Member of Paragon/Rogue Knights
Arc: 60092 - Supa Rumble in the Park
"Keep living the dream, and never let any jerk tell you what to do."
-- High-Roller
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Looks like the build I made before checkin' this post was around (entirely) the same in terms of power picks up until 44+ onwards.
Probably will revise it later. Made that build in around 5-10 minutes, so is somewhat rushed.
Mids' doesn't have the changes to AR yet, or at least my version doesn't, but I think Sniper Rifle's animation time outside of interrupt is 0.66 seconds now? That'd mean it has in effect a 2.06 animation time when slotted like how I've planned it, which is good for a snipe.
Definitely a welcome change. Was buffed from one of the slowest snipe powers available to the fastest by quite a way. Had over a second cut off of it. Though Ignite was nerfed somewhat from it's recharge being raised, shortening Buckshot, Sniper Rifle, Flame-thrower and Full Auto's animations significantly more than makes up in my eyes.
Currently having fun with a new AR/Traps themed superteam (of sorts, there's only three, possibly four of us). Never used Assault Rifle or Traps before, so came up with this build. No slots except the most obvious ones, but would this be viable?
As a team of tech ragtag mercenaries, we'll all be operating with 'stolen' Sky Raiders jetpacks, so travel isn't an issue. Other stuff to mention:
![Smile](images/smilies/smile.gif)
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Piety Silver Rho: Level 48 Technology Corruptor
Primary Power Set: Assault Rifle
Secondary Power Set: Traps
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Burst -- Empty(A)
Level 1: Web Grenade -- Empty(A)
Level 2: Buckshot -- Empty(A)
Level 4: Caltrops -- RechRdx-I(A)
Level 6: Slug -- Empty(A)
Level 8: Swift -- Flight-I(A)
Level 10: Acid Mortar -- Empty(A)
Level 12: Sniper Rifle -- Empty(A)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Force Field Generator -- DefBuff-I(A), DefBuff-I(17), DefBuff-I(17)
Level 18: Flamethrower -- Empty(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Poison Trap -- Empty(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Ignite -- Empty(A)
Level 28: Seeker Drones -- Empty(A)
Level 30: Triage Beacon -- Empty(A)
Level 32: Full Auto -- Empty(A)
Level 35: Trip Mine -- Empty(A)
Level 38: Assault -- EndRdx-I(A)
Level 41: Scorpion Shield -- Empty(A)
Level 44: Web Envelope -- Empty(A)
Level 47: Tactics -- EndRdx-I(A)
Level 49: Vengeance -- Empty(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Scourge
* Triple slotted defence in Force Field Generator is apparently all it needs (no need for recharge, Hasten buffs it more than enough)
* Tossup between Slug and M30 Grenade - already took the M30, but if it doesn't prove to scratch, may respec into Slug
* Why Burst over Slug? Because I got used to my Arachnos Soldier in the beginning with a full team of Soldiers going DAKKA DAKKA DAKKA with their guns, and we recreated the effect here. All three of us took Burst and haven't regretted it (yet)
* No Beanbag - three of us with Force Field Generators, so opted to go for more damage powers rather than stun control
* Not 100% sure on Patron Pool yet, but shield may not even be necessary due to multiple Force Fields. It does offer Toxic resist though, and the AoE web immobolise will be useful for Ignite and all the other cone powers. Since we're tech, we'll already be used to redraw, so won't be affected by mace redraw
Ideon's Paragonwiki page
Member of Paragon/Rogue Knights
Arc: 60092 - Supa Rumble in the Park
"Keep living the dream, and never let any jerk tell you what to do."
-- High-Roller