Which epic for an AR/NRG?
Force is the selfish epic whereas munnitions is the selfless epic. With the control you can save people not just yourself. Thats the way that I look at it. If you PVP then force is better last time I checked. The mezzes just don't compete in the personal survival area.
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.
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Originally i was going to go for Force for repulsion field but everywhere i look people says its rubbish? Is it true for a ranged blaster as well?
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Because it really is
Maybe with conserve power you can knockback a handfull, in all other cases you blow your endurance in mather of seconds.
The new power in Munitions is quite fun to have, surveyance or something. -14% def and res, with a base 45sec recharge.
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I normally say "elec" as a staple response but I might say Munitions this time just for a change. Its a shame about the early power choice on it though
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
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I normally say "elec" as a staple response but I might say Munitions this time just for a change. Its a shame about the early power choice on it though
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Agree on that, elec is basicly the best allround atm, although on a AR you suffer from redraw on the hold and discharge. And how high or low that dev jumps, it does affect your attack'rate'.
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Originally i was going to go for Force for repulsion field but everywhere i look people says its rubbish? Is it true for a ranged blaster as well?
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Because it really is
Maybe with conserve power you can knockback a handfull, in all other cases you blow your endurance in mather of seconds.
The new power in Munitions is quite fun to have, surveyance or something. -14% def and res, with a base 45sec recharge.
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So thats the only reason people dont use it? Because the endurance on it is major? Ok after playing a fire/da from 1 - 50 i think i can handle endurance issues pretty well
ATM its a toss between that and the rocket power thingy (saw clip on youtube).
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So thats the only reason people dont use it? Because the endurance on it is major? Ok after playing a fire/da from 1 - 50 i think i can handle endurance issues pretty well
ATM its a toss between that and the rocket power thingy (saw clip on youtube).
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Lets make a simple example.
Group of 5 mobs in a small room, you pop the bubble.
From that moment, you can see your Fire/DA as a willpower/regen/stamina/boosted/bluespamming .. thing.
Because its this line:
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Each villain that is repelled costs you additional endurance
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From a guy in US, wich i think wrote it well:
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Repulsion Field is an unwieldy beast. According to the game, it costs ~0.9 endurance points run AND costs extra endurance per enemy knocked back. What the hell, man? What! The! Hell! That kind of cost, and for what? The ability to keep enemies out of melee range, which I can achieve just as well by, you know, hovering out of melee? What's worse is that I spend half my time in melee. Energy Manipulation's five melee attacks need to see some use, after all, given that they do more damage than Energy Blast's ranged attacks.
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Look at the other powers in the set, force got Force of Nature (unstoppable style), PFF (woooo run), and temp invul (SL).
Munition got cryo ray (ranged hold - AR based), the body armor (passive bitty of SL), sleep nade (hmm ya it works i think), surveillance (14% def/res - wich can be made perma rather easy) and LRM missile (hasten 3 SO rech 90sec recharge).
Pick what suits your playstyle most, if you melee alot with NRG, dont get that repulsion bubble. Else copy to test and go try there.
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The combination of LRM Rocket and Full Auto is just tasty, especially if you have Build Up, Boost Range and Surveillance. Why spend a huge chunk of your blue bar to repel spawns when you can outright kill them?
If it has eyes, you can blind it, if it has blood, you can make it bleed, if it has a mouth, you can make it scream.
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The combination of LRM Rocket and Full Auto is just tasty, especially if you have Build Up, Boost Range and Surveillance. Why spend a huge chunk of your blue bar to repel spawns when you can outright kill them?
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That, plus is oh so much more satisfying firing a rocket
Can post my build for Gunsmith Cat (she's AR/NRG/Munitions) if there's any intrest, she's quite fun to play!
Please Would be interested in how people slot certain powers.
At the moment im 6 slotting all my attacks (mainly for sets) and because well i seem to have too many slots Sure im doing SOMETHING wrong but i got a few respecs on him so no biggie.
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Quite depends on your style, going melee for the nrg attacks or using the full buff abilities of nrg to spray mobs with bullets?
(you know that boostrange also increases the cone of FA and Flametrower? )
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
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Here my build is. I play her a ranged only, she doesn't blap at all. Only using power thrust as a personal defense tool.
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Gunsmith Cat: Level 50 Science Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Burst -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(5), Achilles-ResDeb%(7)
Level 1: Power Thrust -- Acc-I(A)
Level 2: Slug -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11), FrcFbk-Rechg%(11)
Level 4: Buckshot -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(13), AirB'st-Acc/Dmg(13), AirB'st-Dmg/Rchg(15), FrcFbk-Acc/KB(15), FrcFbk-Rechg%(17)
Level 6: Swift -- Flight-I(A)
Level 8: Hover -- Srng-Fly(A), Srng-EndRdx/Fly(19), Flight-I(19), Krma-ResKB(31), LkGmblr-Rchg+(42)
Level 10: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-EndRdx/Rchg(23), AdjTgt-ToHit/EndRdx(23), AdjTgt-Rchg(25)
Level 12: Sniper Rifle -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(25), Mantic-Acc/ActRdx/Rng(27), Mantic-Dmg/ActRdx/Rchg(27), Mantic-Dmg/EndRdx/Rchg(29), ExtrmM-Acc/ActRdx/Rng(29)
Level 14: Fly -- Flight-I(A), Flight-I(17)
Level 16: Health -- Heal-I(A)
Level 18: Flamethrower -- Posi-Acc/Dmg(A), Det'tn-Acc/Dmg(31), AirB'st-Acc/Dmg(31), AirB'st-Dmg/Rchg(33), Posi-Dmg/Rchg(33), Range-I(33)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(34)
Level 22: Aid Other -- IntRdx-I(A)
Level 24: Aid Self -- IntRdx-I(A), Numna-Heal/EndRdx(37), Numna-EndRdx/Rchg(37), Numna-Heal/EndRdx/Rchg(37), Numna-Heal(39)
Level 26: Ignite -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(36), Det'tn-Dmg/Rchg(36), AirB'st-Dmg/Rchg(36)
Level 28: Power Boost -- RechRdx-I(A)
Level 30: Assault -- EndRdx-I(A)
Level 32: Full Auto -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(40), Ragnrk-Dmg/EndRdx(40), Ragnrk-Knock%(40), Posi-Dmg/Rchg(42)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Tactics -- GSFC-ToHit(A), GSFC-Build%(39), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43)
Level 41: Body Armor -- Aegis-Psi/Status(A), Aegis-ResDam(45), S'fstPrt-ResKB(45)
Level 44: Cryo Freeze Ray -- UbrkCons-Hold/Rchg(A), UbrkCons-Dam%(45), UbrkCons-Acc/Hold/Rchg(46), UbrkCons-Acc/Rchg(46), UbrkCons-EndRdx/Hold(46)
Level 47: LRM Rocket -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(48), AirB'st-Acc/Dmg(48), AirB'st-Dmg/Rchg(48), Det'tn-Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Surveillance -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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[u]Set Bonus Totals:[u]
- [*]7,5% DamageBuff(Smashing)[*]7,5% DamageBuff(Lethal)[*]7,5% DamageBuff(Fire)[*]7,5% DamageBuff(Cold)[*]7,5% DamageBuff(Energy)[*]7,5% DamageBuff(Negative)[*]7,5% DamageBuff(Toxic)[*]7,5% DamageBuff(Psionic)[*]1,25% Defense(Smashing)[*]1,25% Defense(Lethal)[*]1,25% Defense(Fire)[*]1,25% Defense(Cold)[*]7,19% Defense(Energy)[*]7,19% Defense(Negative)[*]2,5% Defense(Melee)[*]6,88% Defense(Ranged)[*]2,5% Defense(AoE)[*]6% Enhancement(Knockback)[*]6% Enhancement(Heal)[*]6% Enhancement(Knockup)[*]40% Enhancement(RechargeTime)[*]39% Enhancement(Accuracy)[*]15% FlySpeed[*]67,8 HP (5,62%) HitPoints[*]15% JumpHeight[*]15% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Confused) 7,5%[*]MezResist(Held) 7,5%[*]MezResist(Immobilize) 7,5%[*]MezResist(Sleep) 10,8%[*]MezResist(Stun) 7,5%[*]MezResist(Terrorized) 7,5%[*]23% (0,38 End/sec) Recovery[*]58% (2,92 HP/sec) Regeneration[*]5,04% Resistance(Fire)[*]5,04% Resistance(Cold)[*]3,14% Resistance(Energy)[*]1,26% Resistance(Negative)[*]2,1% Resistance(Psionic)[*]20% RunSpeed[/list]
I have an old-school AR/Dev and an Elec/NRG, and I went Munitions for both. And I say get the gorram lot.
Body Armour is a zero-endurance power that can take the edge off quite serious damage and give you a little extra survivability.
Cryo Freeze Ray is a fast-recharge, high-mag Hold - when combined with the Tesla Cage it's pretty awesome and enough to hold +4 Bosses (not to mention pretty... electric snowglobe!)
LRM - a T-AoE nuke with nearly sniper range - is just... wow. If you're a regular AR, you get all the power of a nuke with far less of the risk. But better yet, it's not an END-wipe nuke. So you can chain them up: take out the first tranche with the nuke, then wipe'em up with FA & Flamethrower or Thunderous Blast.
And the new-found cherry on that delicious and moist cake of explodey goodness is Surveillance - a no-aggro DEF and RES debuff that's perfect for snipers. So in your case - Surveillance, Aim, Build Up, Snipe, rinse, repeat.
Is it time for the dance of joy yet?
The VERY cool thing about Body Armour is that it's an "always on" power, so when you get mezzed - and deity knows, you'll get mezzed - you're still getting the resist from BA.
Of course you also get any set or unique bonuses too this is crucial, because BA is ideal for slotting things like + Status Resistance, everyone's fave Steadfast Protection +Res/3% Def, and any of the -KB uniques.
The less cool thing is that BA offers less resistance than any other power, and will not save your [censored] if you grab too much aggro (though not many of the other APPs will, either).
Cancelled in Three - MA ID #34608. Please play and comment! Top 10 placing in Projectionist's MA contest!
Yeah the sniper AoE is lovely, as Infinitron is AR/Nrg munitions was the route i went down for my first build. I now run with force pool, as temp invul and force of nature are very useful. The reason was i didnt use LRM enough, as build up + flamethrower + full auto + grenade launcher was sufficient enough for most mobs; and in a pacey team the snipe is useless.
*drools*
Just got boost range, i really didnt think full auto + boost range was going to be that good. Seriously . . . . . wow
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Closing up on my epic power choices now and havent got a clue which one would be best suited for a pure ranged blaster.
Originally i was going to go for Force for repulsion field but everywhere i look people says its rubbish? Is it true for a ranged blaster as well?
If so could anybody suggest a gd one to pick for a pure ranged assault rifle/energy blaster please.
Thanks in advance x
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