Ar/Dev blasters for pvp?


Absolute Malice

 

Posted

I have been playing my AR/Dev blaster in pvp ever since zone pvp was introduced into the game. I understand that AR/Dev is a horrible choice for pvp, but i would like to know if there is anyone that has made this combo work well without Tp foe into trip mines.

If there is anyone that has made it work, mind telling me your secrets? lol

the problems i see with AR/Dev are that they dont have a Build up or aim and do less damage with their first 2 attacks than all but two sets in pvp, They only have 2 single target attacks (if you dont count the snipe and stun), and all their AoEs do less damage than Burst in pvp. the only problems i have with devices is that time bomb is almost impossible to use in pvp (and even if successful is only as good as 3 trip mines) and that the set up time for gun drone is pretty long.

I would like to avoid replies similar too "dude, you need to re-roll into anything-else/EM" please.


 

Posted

Honestly, making an AR/Dev Blaster work in pvp, is tough. About the best I've seen, aside from TP-Foe+Mines, is one that takes Hover+Fly+Cloak+StealthIO and attempts to Snipe injured or "involved" targets on the ground.


Hmm...maybe try this:

1.) First, only attack squishies. That's first and foremost.
2.) Use Fly+Hover+Cloak+StealthIO
3.) Take Assault+Tactics (mo-perception and a tiny bit mo-damage)
4.) For attacks, your main one's will be: Burst, Slug, Snipe, and Beanbag (Full Auto for FUN! hehe)
5.) Objective: Fly above the battleground, and engage targets that are either already taking damage or are at the very least actively "engaged" in a separate fight.
6.) Attack Chain: Snipe, Beanbag (stun), Burst, Slug, Burst, Snipe


If done fast enough, and you get very lucky, you might actually pull off a few decent kills with this chain. Always, always, always, always lead with Snipe though imho, as you want to deal as much "burst" damage as you can, and with AR/Dev, that comes from Snipe. Then, quickly move in with your follow-up attacks. I'm not sure if Beanbag is best used right after the initial Snipe or if it'd be best to use it after the first Burst or Slug, but it's main purpose to keep your enemy in the area, as well as attempt to prevent him from retaliating back at you and healing. If your attack chain is proving successful, he will probably attempt to flee by the "second" Burst attack, in this case, attempt to get off one more Snipe on him, as it might be just enough to polish him off before he escapes. Since you will be using Fly as your travel power, you'll have a harder time catching up to him, so pulling off that last snipe is a good move.


I'd also suggest that you build for insane +DMG through IO's. Pack as MUCH as you can into your build, go crazy, the more damage this type of build has, the better it will perform for you. That's about all I'd really suggest that a build like this builds for. I'd also advise getting a hold of some of the new PvP IO's for some +range, as that will definately help you as well.


Anyways, that's about all I have for that build, other than the obvious "re-roll" answer lol, GL


 

Posted

Thanks for the reply!

lol Suprisingly enough, that is the same tactic I have been using. (lol and the sniping near dead villains has landed me about 4 PVP IOs). I never tried the +damage slotting though. Ima go work out a +damage build right now lol. thanks again.


 

Posted

In addition, Burst is a good place to slot an Achilles' Heel: Chance for Resistance Debuff proc. Use Burst whenever it's up to give the proc more chances to go off.


 

Posted

Ah yes, I welcome you to a Time Honored Corps of PvP'ing AR/Devs.

The Few, The Proud, The Incredibly Stubborn!

I've been known to be a formidable PvP'er in Virtue (or a dirty, cheap killstealing *******), but it's been a tough road. First off I'll say that Cpt Shwan is pretty much my only character I've ever played in my 4 years of CoH, so I've invested HEAVILY (quite a bunch of purple sets, a few PvP IO sets etc. etc.) Even still, trying a stand up knock around fight with most Villains is complete suicide, but I've always determined that to be for the arena anways.

AR/Dev makes for a damn fine squad leader role in PvP. Dark Master's strategy's is sound and mine is very similar, except I don't bother with +stealth because A) my squishyness is often overstated and B) If I draw out the enemy my backup will be there with me.

For Slotting, there's very different routes you can take. My Primary build works on +Dam and +Recharge so I can pump out as much damage as I can. My secondary build I'm working on right now is more along the lines of Malice's post, I'm slotting heavily for specialized ammunition, putting the chance for holds and immobs and all that jazz into my faster attacks like burst and slug.

Also getting the stuns and holds are good. I dropped beanbag for Tazer because I was finding I was only really using it when I'd have a melee fighter up in my grill. Later down the line in RV and Warburg the Cryo Ray can be pretty solid. Though high level your bread and butter is Surveillance. This attack is so great. for Soloing it drops the Res to your S/L damage making you do the damage you should be doing (before ED came about) and for a team it's perfect because it's a good marker to focus your teammates to a target (everyone knows and sound and sees the reticle on the guy) and it drops the defence and res of the target so he gets dropped quick.

Assault + Tactics are a must in my opinion. It adds to your Squad Leader role giving your teammates a buff, and it turns you in the designated stalker hunter (with the Targetting Drone and the +Per IO in it you pretty much at near max perception and the Assault gives you placate resistance) So you can snipe the stalker that about to assassin's strike your scrapper buddy and reveal them to your team for a quick beat down. Adding to the anti stalker arsenal caltrops are invaluable for the time you KNOW where that jerk is but his hide is too good, drop the caltrops on him and watch the fireworks.

Getting +Range in your Snipe and your Web Grenade is a good move. You'll never catch anyone if you have fly, but you don't need to because no matter how super you are, you'll never outrun a bullet. With the cheap jetpack proliferation going around, the skies are alot more unfriendly than in the past (which is BS and I'm waiting for the red names to give power pool fly an ACTUAL improvement to make it worthwhile to have) so you gotta keep moving and have that web grenade and hover ready. Your Hover will usually keep you in the skies and your web grenade will ground them, but you wanna make sure your web grenade's reach is longer than your opponent's.

Finally, I would say this. Don't be afraid of using Inspirations. Your already at an almost insurmountable disadvantage so go ahead and pop some reds to make up for the fact that by Warburg, all your opponents have AT LEAST +10% S/L resistance. PvP Zones are a Team Event so with your powers and skillset, get used to starting groups and giving them commands, maybe make some binds or something, it's always the most organized team that wins in PvP zones.

That's all I have. Just remember, Your the Jack*ss running around with the rifle in a City of Heroes and Villains, so keep your wits about and take any advantage you can get!


Cpt. Shwan.
Virtue, AR/Dev Blaster, lvl 50+3, 3300+ Hours logged.
Created 8/20/2004 - Proud Captain of Hero Dawn!