ar/dev retrofitting project


Adeon Hawkwood

 

Posted

I've started playing my AR/Dev again, who I retired in disgust after ED but never deleted because I really liked everything about him except for his crippled primary & secondary.

He's an OLD character. He was built to a theme, but predates the original nerf to caltrops, let alone smoke grenade. He made it to 35 before getting shelved.

I logged him in to move him around for day jobs, started doing a little marketeering (as an old school character he was ridiculously poor, so I made a few moves), decided to franken-slot his attacks as an experiment to see how cheaply I could do it, and then of course wanted to see how well they worked with my el cheapo enhancements. And although he's not what I'd call a 'strong' character, his current incarnation has been pretty fun to play.

Which got me thinking.
Up to now I've used IO's to make already powerful characters somewhat comically more powerful, notably my fire/rad controller & the Goat, a fire/dark corrupter.

But what would happen if I applied "the good stuff" to a generally underperforming character? Could throwing money at a 'gimp' set make it a (relative) powerhouse?

I've decided to find out.

So, assuming an unlimited budget (he's still not rich, but it won't take me long to get him there) what's the best way to make him a killing machine?

My initial instinct is to pile on the +defense and seek the legendary "soft cap" (which I know nothing about other than hearing the phrase bandied about by various power gamers and IO gurus).

Anybody have any advice, either general or specific? He's got respecs to burn and I can make him look however he needs to. Right now he's primary heavy, with only web grenade, caltrops & gun turret (unslotted, he just picked it up because I wanted to check it out) from his secondary, plus Aid Other & a heavily slotted Aid Self.

I'm looking for a place to start and a general direction to pursue.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

I have an AR/EM, so mine will probably play a little different (I tend to follow the strategy of KB the mob to heck, then hop in and drop the big guns with my hard-hitting melee attacks), but you should be quite solid.

I have a few high level Blasters, and going for Ranged defense makes a huge difference. You can go for softcap if you want, but I've found about 30% to be more than enough... it cuts down on the damage that comes in in the few seconds while things are still alive, heh. Less mez hitting you helps out a lot, too.

I have also found that having a guaranteed way to mez a boss is gold when you're a solo blaster. You have it better than my AR/EM, as Beanbag and Taser are both ranged (Taser is short range, but it's better than melee range), which is what you'll want to be, anyway. You can just rely on KBing a boss constantly, but there are no guarantees of KBing a ST continuously with AR's powers, unfortunately.

Think of your epics, as well. Munitions is pretty nice for AR. You don't get as much resists for Body Armor as you do with the other sets, but it's a level 41 power pick and an easy spot to put a Steadfast +def if you're going the defense route. The other powers can fit in nicely with AR and Devices, too.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Start with whatever looks good.


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

My 2nd or 3rd 50 was an AR/Dev blaster, probably about 6 months or so ago. I IO'd him out, nothing fancy, no "million inf" sets, whatever I could grab at whatever level I was at. I made sure to 6-slot my attacks first, mostly damage, but for example I put a damage debuff set (at least 2) into the one level one or 2 attack that could take them.

He wasn't the most powerful character I had, but I had a lot of respect for him. Rarely faceplanted unless it was a teamwipe situation where NO one got out alive, I had no problems solo'ing with him at the 2nd or 3rd mission difficulty level.

I've playted around a lot with the IO's and tend to slot off the beaten track, meaning I don't always slot for damage, I might go 4 damage IO's and 2 defense debuffs, or slows, or stuns, etc. Sometimes it's not all about the DPS, especially if you're slowing your enemy down, or chipping away at their defense and so on. And until recently when I sold a few respec recipies for 90 mill each, I ALWAYS went for the cheaper sets. But one thing I'm finding out is that some sets are cheaper because they need a salvage ingredient like Hamidon's Goo, or Military Cybernetic, or Mu Vestiment? These can be gotten for a song because the salvage is so expensive. Grab them, then go do a few AE missions, the rare salvage costs 540 tickets, you can usually get about 2k for a single mission, there's your 3 rare salvages!

Sorry to go off on a tangent, but yeah, I liked my AR/Dev and they have a lot of potential, IMHO.


 

Posted

Quote:
Originally Posted by Grey_Pilgrim View Post
I have a few high level Blasters, and going for Ranged defense makes a huge difference. You can go for softcap if you want, but I've found about 30% to be more than enough... it cuts down on the damage that comes in in the few seconds while things are still alive, heh. Less mez hitting you helps out a lot, too.
Nice to get some confirmation that my defense idea works.
With well-slotted caltrops, not many things will be getting close to me unless I let the, so concentrating on ranged defense sounds like just the thing.

Quote:
I have also found that having a guaranteed way to mez a boss is gold when you're a solo blaster. You have it better than my AR/EM, as Beanbag and Taser are both ranged (Taser is short range, but it's better than melee range), which is what you'll want to be, anyway. You can just rely on KBing a boss constantly, but there are no guarantees of KBing a ST continuously with AR's powers, unfortunately.
So far the combo of beanbag & knockback has served me well- I've got burst and shotgun slotted with KB sets, so when they go flying they REALLY go flying.
I have a longstanding dislike for Taser, but it could be they changed it a bit- I don't remember it being ranged at all, for one. Two disorients would certainly be handy- I might give it another chance.


Quote:
Originally Posted by SkyRocker View Post
I've playted around a lot with the IO's and tend to slot off the beaten track, meaning I don't always slot for damage, I might go 4 damage IO's and 2 defense debuffs, or slows, or stuns, etc. Sometimes it's not all about the DPS, especially if you're slowing your enemy down, or chipping away at their defense and so on. And until recently when I sold a few respec recipies for 90 mill each, I ALWAYS went for the cheaper sets. But one thing I'm finding out is that some sets are cheaper because they need a salvage ingredient like Hamidon's Goo, or Military Cybernetic, or Mu Vestiment? These can be gotten for a song because the salvage is so expensive. Grab them, then go do a few AE missions, the rare salvage costs 540 tickets, you can usually get about 2k for a single mission, there's your 3 rare salvages!
As a dedicated marketeer 540 tickets seems like a pretty steep price- almost 8 random Bronze rolls at my preferred level. I very rarely roll that many recipes without getting something pretty good ('pretty good = I can sell it for 3+ million). With most rare salvage on offer for under a million with a bit of patience (i/e, bid today, pick up tomorrow), I'll just keep buying what I need.

It is interesting that the recpies using this "expensive" salvage are still available for next to nothing. I bet I could pick up a bunch for nothing, craft them and sell them for gigantic profits because people still think Prophecies cost 4 million.

Hmm... =P


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

I have an Archery/Dev at 50, so I was a little leery of Taser from the way people talked about it, and its 20 foot range. However, having played with my AR/EM, I can say 20 feet is a LOT better than 8 feet. I do want to close to melee range, as I said, but you have to do it before the boss is safely disoriented (and their ranged attacks are not nearly as scary as their melee attacks... though if you can get their attention as your jumping in, they'll usually activate a ranged attack, and that will be animating as Stun as activating).

No such worry with Taser, of course. It's actually made fairly easy by Cloaking Device: I picked up a Stealth IO, so you can get in fairly close to the boss before he sees you, and be all set to stun them (if you want to stay back so Full Auto makes better use of its cone on the mob, the boss will generally come to you, anyway). Hover is also useful for this... gets your defense up, keeps you out of melee range (you stay hovering even when mezzed now), and its base movement is much higher now.

Anyway, my Arch/Dev didn't have it at first, but I got frustrated fighting bosses in the 40s, and I realized I needed some way to stop them for awhile. Taser worked out much better than I thought it would.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Goat,

Since no one posted a build, here's what I put together. I made the following assumptions:

1. Close to the soft cap range as possible. Because Devices doesn't have melee blaps, it's harder to do because you can't take advantage of the 3.75 ranged defense provided by Mako's Bite. You also run out of 3.13 defense bonuses - I hit the rule of 5 on those already. Still, this build has 39.7% ranged defense without cloaking device, probably around 42% with it on (cloak suppresses when you fire so it's roughly worth half of its actual value). Smoke grenade, which is in the build, will get you over the top and with 2 tohit debuff IOs, provide 7% tohit debuff against even cons, 3.3% against +3s. So unless you're fighting +4s, you're essentially capped. Note, no accuracy in smoke grenade (even though the -tohit requires a to hit check) because you have a lot of global accuracy bonus and targeting drone.

2. Avoid mule sets or picking unwanted powers as much as possible. I hate picking powers just to get set bonuses, so I tried to pick powers that I myself would use. The only thing that I made a compromise on is taking cyro freeze ray instead of LRM Rocket - I opted to get more defense from the 6 Lockdown instead of getting LRM and slotting it with Posi Blast for more recharge. As to some other choices:

a) Beanbag / Taser - makes boss fight trivial. Taser has a 20' range now, and with CJ/hurdle/super speed, it's trivial to zip into combat tag the boss and zip out.

b) Gun Drone - before defiance 2.0, you'd be laughed at for taking this power. It does pitiful damage and it's a poor taunt bot. *However* in the post defiance 2.0 world, it's not a laughable choice anymore since it provides you with a sizeable defiance damage bonus, along with contributing damage on its own.

c) Surveillance - really a key power for an AR/Dev blaster, since it provides a free damage boost from the -res. I wanted to put in the Achilles Proc in here but couldn't find a slot unless you wanted to remove one of the LoTG Recharges from the build. I thought having more global recharge offset the need for more -res.

d) Body armor - It doesn't take any endurance and you won't need that much resistance anyway since you'll be at the soft cap. It's lightly slotted on purpose and even if it was more heavily slotted, it really offers meager protection. This is sort of a set mule, but still it's a useful power for what it does.

e) Caltrops is lightly slotted. You only need it for area denial and the little bit of slow in the end/slow/recharge IO I put in it will ensure it will still slow down high conning mobs. With the global recharge you have, it will be up for every fight.

3. Since you're the Goat, I went with an unlimited budget approach. So, the build has 2 purple sets, 2 LoTG recharges, a Miracle proc, a Numina proc, 2 Posi blast sets and 3 BoTZ for travel. Feel free to subsitute out as desired. Replacing Stupefy for Absolute Amazement and another Posi's Blast for Armaggedon won't hurt the performance of the build that much. Nor would just slotting health with just plain vanilla health IOs. The build has 53.8% global recharge, which is pretty nice for an AR/Dev blaster at the soft cap.

4. Probably, the only thing I'd personally do different on the build is take Ignite, since I find it group friendly. I never bother with the snipe because even with the bonus from targeting drone it still doesn't outright kill high conning minions. Time Bomb is still awful and the most skippable power of the set....the power is bad solo *and* on teams. I've tried to like it but by the time you've deployed it, you could've killed 2 other full spawns.

Anyways, the build:

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

IO-ed AR-Dev: Level 50 Science Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(37)
Level 1: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(9), TotHntr-Acc/EndRdx(15), TotHntr-Immob/Acc(17), TotHntr-Acc/Immob/Rchg(45), TotHntr-Dam%(46)
Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(37)
Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(36)
Level 6: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(9), LkGmblr-Rchg+(45)
Level 10: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(11), GSFC-Build%(25), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(40)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(15)
Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(31)
Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dam%(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/Rng(25)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Beanbag -- Amaze-Stun(A), Amaze-Stun/Rchg(23), Amaze-Acc/Stun/Rchg(23), Amaze-Acc/Rchg(42), Amaze-EndRdx/Stun(43)
Level 24: Cloaking Device -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(34)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Trip Mine -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Dmg/Rchg(31), M'Strk-Acc/Dmg(31)
Level 30: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(43)
Level 32: Full Auto -- Ragnrk-Dmg/Rchg(A), Ragnrk-Dmg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Knock%(34)
Level 35: Taser -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/Stun/Rchg(42), Stpfy-KB%(43), Stpfy-Acc/EndRdx(46), Stpfy-Stun/Rng(46)
Level 38: Gun Drone -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Body Armor -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(42)
Level 44: Surveillance -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(45)
Level 47: Cryo Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(48), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
Level 49: Smoke Grenade -- ToHitDeb-I(A), ToHitDeb-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
------------
Set Bonus Totals:

  • 5.5% DamageBuff(Smashing)
  • 5.5% DamageBuff(Lethal)
  • 5.5% DamageBuff(Fire)
  • 5.5% DamageBuff(Cold)
  • 5.5% DamageBuff(Energy)
  • 5.5% DamageBuff(Negative)
  • 5.5% DamageBuff(Toxic)
  • 5.5% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 5.5% Defense(Fire)
  • 5.5% Defense(Cold)
  • 28.3% Defense(Energy)
  • 28.3% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 37.7% Defense(Ranged)
  • 8% Defense(AoE)
  • 1.8% Max End
  • 2.5% Enhancement(Held)
  • 3% Enhancement(Stun)
  • 5% Enhancement(Immobilize)
  • 78% Enhancement(Accuracy)
  • 53.8% Enhancement(RechargeTime)
  • 17% FlySpeed
  • 94.9 HP (7.87%) HitPoints
  • 17% JumpHeight
  • 17% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Held) 4.95%
  • 25.5% (0.43 End/sec) Recovery
  • 20% (1.01 HP/sec) Regeneration
  • 8.19% Resistance(Fire)
  • 8.19% Resistance(Cold)
  • 17% RunSpeed



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Posted

Great stuff Fury, thanks a million!
I especially appreciate your taking the time to post the thinking behind your slotting/IO choices.
For all the marketeering I do, I don't actually pay much attention to set bonuses & how all the IO stuff works together- I generally just pick something that looks fun or thematic and run with it.

the Munitions APP is nicely thematic, so I'll go with that.
And I'll check out Taser next time I get a power- I have snipe now (just because I kinda like snipes) but it's pretty crap & I don't think I'd miss it swapped out for something else.

I love Ignite. The web grenade/ignite 1-2 punch is one of my favorites.
And as you mention, it's gold on teams. And anything other than smashing/lethal is great for AR.

And yeah, money is no object- over the last week or so I've got him nicely frankenslotted & turned a tidy profit at it (he started with under a million & no enhancements, now he's slotted out & rolling with a 30 million inf bankroll). By the time he hits 50 he'll be able to buy whatever he wants.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

My first character (and still my favorite) is an AR/Dev Blaster and with good IO slotting he is very powerful. I think Fury's build is probably the best you can do, mine's got a number of places where I sacrificed optimization for "dammit I want this power/slotting" .


 

Posted

Quote:
Originally Posted by Adeon_Hawkwood View Post
My first character (and still my favorite) is an AR/Dev Blaster and with good IO slotting he is very powerful. I think Fury's build is probably the best you can do, mine's got a number of places where I sacrificed optimization for "dammit I want this power/slotting" .
I'm enjoying playing him again even with just frankenslotting, which I didn't think was ever going to happen. I'm hopeful that some optomization will make him, if not the man he used to be, at least on par with other blasters.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Modifying Flechette's build somewhat you can reach ranged soft cap with cj and suppressed cloak (which is 1.75 base, 2.3ish with the slotting) and possibly hover. Basically add hover and one explosive strike set, or skip hover and remove some slots from burst, 6 slotting health with numina:

without hover:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Banksta 4 Lif3 1: Level 50 Science Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(3), Thundr-Dmg/EndRdx:50(5), Achilles-ResDeb%:20(13)
Level 1: Web Grenade -- TotHntr-Acc/Rchg:50(A), TotHntr-EndRdx/Immob:50(9), TotHntr-Acc/EndRdx:50(15), TotHntr-Immob/Acc:50(17), TotHntr-Acc/Immob/Rchg:50(45), TotHntr-Dam%:50(46)
Level 2: Slug -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(13), Thundr-Acc/Dmg/EndRdx:50(36), Thundr-Dmg/EndRdx/Rchg:50(37)
Level 4: Buckshot -- ExStrk-Dmg/KB:20(A), ExStrk-Acc/KB:20(5), ExStrk-Dam%:20(7), HO:Nucle(17), HO:Centri(36)
Level 6: Caltrops -- TmpRdns-EndRdx/Rchg/Slow:50(A)
Level 8: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-ResKB:50(9), LkGmblr-Rchg+:50(45)
Level 10: Targeting Drone -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(11), GSFC-ToHit/Rchg/EndRdx:50(11), GSFC-Build%:50(25), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(40)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-ResKB:50(15)
Level 16: Health -- Numna-Heal/EndRdx:40(A), Numna-Regen/Rcvry+:50(31), Numna-Heal:33(34), Numna-EndRdx/Rchg:33(37), Numna-Heal/Rchg:33(42), Numna-Heal/EndRdx/Rchg:33(45)
Level 18: Flamethrower -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(19), Posi-Dam%:50(19), Posi-Acc/Dmg/EndRdx:50(21), Posi-Dmg/Rng:50(25)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21)
Level 22: Beanbag -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(23), Amaze-Acc/Stun/Rchg:50(23), Amaze-Acc/Rchg:50(42), Amaze-EndRdx/Stun:50(43)
Level 24: Cloaking Device -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(34)
Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
Level 28: Trip Mine -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg/Rchg:30(29), Erad-Acc/Rchg:30(29), Erad-Dmg:30(31), Armgdn-Acc/Dmg/Rchg:50(31)
Level 30: Ignite -- Dmg-I:35(A), Ragnrk-Dmg:50(43)
Level 32: Full Auto -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(33), Ragnrk-Acc/Rchg:50(33), Ragnrk-Dmg/EndRdx:50(33), Ragnrk-Knock%:50(34)
Level 35: Taser -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(36), Stpfy-Acc/Stun/Rchg:50(42), Stpfy-KB%:50(43), Stpfy-Acc/EndRdx:50(46), Stpfy-Stun/Rng:50(46)
Level 38: Gun Drone -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(39), Thundr-Dmg/Rchg:50(39), Thundr-Acc/Dmg/Rchg:50(39), Thundr-Acc/Dmg/EndRdx:50(40), Thundr-Dmg/EndRdx/Rchg:50(40)
Level 41: Body Armor -- S'fstPrt-ResDam/Def+:30(A)
Level 44: Super Speed -- Zephyr-Travel/EndRdx:33(A), Zephyr-ResKB:33(50)
Level 47: Cryo Freeze Ray -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(48), Lock-Rchg/Hold:50(48), Lock-EndRdx/Rchg/Hold:50(48), Lock-Acc/EndRdx/Rchg/Hold:50(50), Lock-%Hold:50(50)
Level 49: Surveillance -- HO:Lyso(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Defiance
------------
Set Bonus Totals:

  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 5.5% Defense(Fire)
  • 5.5% Defense(Cold)
  • 29.9% Defense(Energy)
  • 29.9% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 40.8% Defense(Ranged)
  • 8% Defense(AoE)
  • 1.8% Max End
  • 6% Enhancement(Heal)
  • 47.5% Enhancement(RechargeTime)
  • 62% Enhancement(Accuracy)
  • 3% Enhancement(Stun)
  • 2.5% Enhancement(Held)
  • 5% Enhancement(Immobilize)
  • 13% FlySpeed
  • 117.5 HP (9.75%) HitPoints
  • 13% JumpHeight
  • 13% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Held) 8.25%
  • 21.5% (0.36 End/sec) Recovery
  • 22% (1.11 HP/sec) Regeneration
  • 6.62% Resistance(Fire)
  • 6.62% Resistance(Cold)
  • 13% RunSpeed



with hover:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Banksta 4 Lif3 2: Level 50 Science Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg:53(A), Thundr-Acc/Dmg/EndRdx:53(3), Thundr-Dmg/EndRdx:53(5), Thundr-Dmg/Rchg:53(43), Thundr-Dmg/EndRdx/Rchg:53(45), Thundr-Acc/Dmg/Rchg:53(46)
Level 1: Web Grenade -- TotHntr-Acc/Rchg:53(A), TotHntr-EndRdx/Immob:53(9), TotHntr-Immob/Acc:53(15), TotHntr-Acc/EndRdx:53(17), TotHntr-Dam%:53(21), TotHntr-Acc/Immob/Rchg:53(34)
Level 2: Slug -- Thundr-Acc/Dmg:53(A), Thundr-Dmg/EndRdx:53(3), Thundr-Dmg/Rchg:53(7), Thundr-Acc/Dmg/Rchg:53(13), Thundr-Acc/Dmg/EndRdx:53(13), Thundr-Dmg/EndRdx/Rchg:53(36)
Level 4: Buckshot -- ExStrk-Dmg/KB:20(A), ExStrk-Acc/KB:20(5), ExStrk-Dam%:20(7), HO:Nucle(17), HO:Centri(31), FrcFbk-Rechg%:53(46)
Level 6: Caltrops -- TmpRdns-EndRdx/Rchg/Slow:53(A)
Level 8: Combat Jumping -- Zephyr-Travel:53(A), Zephyr-ResKB:53(9), LkGmblr-Rchg+:53(37)
Level 10: Targeting Drone -- GSFC-ToHit:53(A), GSFC-ToHit/Rchg:53(11), GSFC-ToHit/Rchg/EndRdx:53(11), GSFC-Build%:53(25), GSFC-ToHit/EndRdx:53(31), GSFC-Rchg/EndRdx:53(37)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Super Jump -- Zephyr-Travel:53(A), Zephyr-ResKB:53(15)
Level 16: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:53(50)
Level 18: Flamethrower -- Posi-Acc/Dmg:53(A), Posi-Dmg/EndRdx:53(19), Posi-Dam%:53(19), Posi-Acc/Dmg/EndRdx:53(21), Posi-Dmg/Rng:53(25)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(45)
Level 22: Beanbag -- Amaze-ToHitDeb%:50(A), Amaze-EndRdx/Stun:50(23), Amaze-Stun/Rchg:50(23), Amaze-Acc/Stun/Rchg:50(36), Amaze-Acc/Rchg:50(40)
Level 24: Cloaking Device -- LkGmblr-Def/EndRdx:53(A), LkGmblr-Rchg+:53(34)
Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
Level 28: Trip Mine -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(29), Erad-Dmg:30(29), Erad-Acc/Dmg/Rchg:30(31), Armgdn-Acc/Dmg/Rchg:50(37)
Level 30: Ignite -- Ragnrk-Dmg:50(A), Dmg-I:50(45)
Level 32: Full Auto -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(33), Ragnrk-Acc/Rchg:50(33), Ragnrk-Dmg/EndRdx:50(33), Ragnrk-Knock%:50(34)
Level 35: Taser -- Stpfy-Acc/Rchg:53(A), Stpfy-EndRdx/Stun:53(36), Stpfy-Acc/Stun/Rchg:53(42), Stpfy-Stun/Rng:53(42), Stpfy-KB%:53(43), Stpfy-Acc/EndRdx:53(43)
Level 38: Gun Drone -- Thundr-Acc/Dmg:53(A), Thundr-Dmg/EndRdx:53(39), Thundr-Dmg/Rchg:53(39), Thundr-Acc/Dmg/Rchg:53(39), Thundr-Acc/Dmg/EndRdx:53(40), Thundr-Dmg/EndRdx/Rchg:53(40)
Level 41: Hover -- Zephyr-Travel:53(A), Zephyr-Travel/EndRdx:53(42), LkGmblr-Rchg+:53(46)
Level 44: Body Armor -- S'fstPrt-ResDam/Def+:30(A)
Level 47: Cryo Freeze Ray -- Lock-Acc/Hold:53(A), Lock-Acc/Rchg:53(48), Lock-Rchg/Hold:53(48), Lock-EndRdx/Rchg/Hold:53(48), Lock-Acc/EndRdx/Rchg/Hold:53(50), Lock-%Hold:53(50)
Level 49: Surveillance -- HO:Lyso(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:53(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Defiance
------------
Set Bonus Totals:
  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 5.5% Defense(Fire)
  • 5.5% Defense(Cold)
  • 29.3% Defense(Energy)
  • 29.3% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 39.6% Defense(Ranged)
  • 8% Defense(AoE)
  • 1.8% Max End
  • 55% Enhancement(RechargeTime)
  • 2.5% Enhancement(Held)
  • 3% Enhancement(Stun)
  • 5% Enhancement(Immobilize)
  • 69% Enhancement(Accuracy)
  • 17% FlySpeed
  • 94.9 HP (7.87%) HitPoints
  • 17% JumpHeight
  • 17% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 4.95%
  • 21.5% (0.36 End/sec) Recovery
  • 10% (0.5 HP/sec) Regeneration
  • 6.62% Resistance(Fire)
  • 6.62% Resistance(Cold)
  • 17% RunSpeed


 

Posted

My main is AR/DEV, fully killted with purple IO sets, and let me tell u, she is a mean lean killing machine.
She is efiicient in any pug team (if there is a tank, after he draws agrro, she just AoE damage everything---- sometimes if there is a healer stuck on her, she can tank/kill everything better than a dark/regen scrapper), great to solo (with a ltl help of inspirations and ocasionally personal force field and importantly strategic use of devices), and very good at farming (especially the cimerora walls ----caltrops in front of u, pop a red insp, flamethrower and full auto chain attack and a whole mob is killed very fast before they can touch u)
PRIMARY -Devastation IO sets in ranged and Positron's blast IO sets in AoE's (apocalypse in slug and ragnarok in full auto) + mantnticore's sting in snipe . i have a rule in the above, 5 slots for the IO set and sixth slot endurance reduction, wich leads in no endurance problem at all. She don't have ignite and beanbag. The above works great, even without the purples.
SECONDARY - I'm not a vet player, so i don't have experience from the before ED glory days, but here it is how i work it : pace of turtle in caltrops (4-set with chance of slow), luck of gumblers in cloakin device (6-set), adjusted targeting (4-set) in targeting drone plus gaussian and rectified rectile procs, hit debuf normal IO's in smoke grenade, scirooco;s dervish in trip mine, and 4-set devastation in gun drone (mostly for the bonuses)
POOLS- ss and sj for travel with bleesin of Zephyr KB protecrion (plus karma KB protection procs in combat jumping and personal force field), stamina with 6-set Efficacy adaptor IO set, and numina;s and miracle procs in health. ALSO important move : Temp Inv from epic, it gives an edge in protection. ahh , almost forgot , hasten.
I spend a lot of inf in the above build, but it is worth it. Also a lot of bonuses from the above sets (damage, recovery, regeneration and 1536 HP).
Hope i helped, and sorry for my english (not primary lingua).


defiant only
@amartia

my public list : http://cit.cohtitan.com/profile/9355

 

Posted

Goat, check my sig. The guide's a bit outdated (came before the changes around I13 or I14 or whenever that was) but it's still relevant and I think there's a sample build or two to peruse or pick apart.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Just a bit of general advice since I'm coming at this from a AR Corrupter PoV -

Burst gets Thunderstrike, or possibly AH -resist proc if you don't care for defense.
Slug gets either Thunderstrike for defense or Kinetic Crash.
The AoEs get Positrons. This caps 6.25% recharges and 2.5% recoveries if you take all 5.
Full Auto gets an extra recharge IO until you break 70% or so from sets.
Beanbag gets either Thunderstrike or Absolute Amazement - Stupefy's KB proc makes it more trouble than it's worth and Rope a Dope has poor set bonuses.

I'm not sure if this holds true for Blasters, but Corrupters are better off slotting Ragnarok in Ignite than Full Auto if we can afford it. Ignite is the single most damaging power in the entire set by a wide margin, especailly with Scourge.


 

Posted

thanks for the input, everyone!

every little bit helps.

financial update: he's approaching level 39 and is nearing 100 million inf in the bank. It looks like he'll have all the $$$ he needs for a super build by the time he hits 50.

In a change of pace for me, he's made the majority of his inf off selling crafted IO drops. There is some absolutely silly profit to be made for a relatively minor investment of time and inf.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Quote:
Originally Posted by Nethergoat View Post

In a change of pace for me, he's made the majority of his inf off selling crafted IO drops. There is some absolutely silly profit to be made for a relatively minor investment of time and inf.

That's how i earn my inf too (and i mean a lotta inf), in the last 6 months, i think ppl r a ltitle lazy to spend time, buying and crafting


defiant only
@amartia

my public list : http://cit.cohtitan.com/profile/9355

 

Posted

another interesting idea for AR is to look at putting a couple of range enhancements in Slug. it starts off with a range of 100' instead of the usual 80 for a ranged attack and with 2 lvl 50 enhancements, it has a range of around 144'. your snipe attack has a range of 150.

so you get basically snipe range without the interrupt; a casting time of 1.67 sec instead of snipe's 4.87 and a recharge of around 3 sec. in the time you could fire off 1 snipe, you can fire off at least 2, possibly 3 Slugs. and if the KB goes off, it's just gravy

I have mine slotted with 4 Thunderstrikes and 2 range and really like that combination. it costs me a couple % in ranged defence vs going 6 Thunders but I am still at roughly 35% and could tweak that a bit higher.


 

Posted

Right now he uses snipe + slug as his leadoff attack on small spawns (big spawns get flamethrower + full auto from behind a bed of caltrops).

I'm underwhelmed by snipe, but follow it up with slug & you can take down most stuff & if they survive one or the other will usually knock them on their can for the follow up.

If I end up keeping snipe I might throw some range into Slug.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

I have a level 50 AR/dev blaster who has gone through many MANY changes over the years. The defence slotting is a good choice, but I dont use it. I actually use my Ar/Dev for pvp, but I tried to work out a build that would also allow him to do great in pve (if you know anything about Ar/Devs in pvp, pve is the only place they do "great." And yet i cant stop playing mine in Recluses victory! But i digress).

I slotted him for rechardge. costed me about 200 or 300mil to do. I regretfully admit that i skipped trip mines, full auto, ignite, flamethrower, time bomb, buckshot, cloaking device, and taser.

I got everything else from the primary and secodnary that i did not just list. I got hasten, super speed (mainly for pvp), hover, fly, stealth, invisi, phase shift.

Finally i got surveillance, body armor, LRM Rocket (because it is SO AWESOME!!!), and Cryo Freeze Ray. This build only gives me like 2 AoEs but you do end up with a great dps with the recharge.

I do miss full auto, but i dont need it. for someone who has full auto, i reccomend leaving a slot free to put a Ragnarok Chance for knockdown in it! One reason is that it helps supress the retaliation damage a little bit, but mainly it is because it is sooooo cool to see the evildoers fall to the ground as you unload a few hundred bullets into them.


 

Posted

Quick update-

the blaster in question is about to hit 50 & has 500 million banked (which should jump a good bit when I cash in all his merts on random rolls)- once he caps out I'll start marketeering in earnest to build capital for the softcap respec.


/edit
as he's gotten closer to 50 I've become more enamored with snipe.
hitting the toughest enemy in the spawn with Surveillance, then sniping followed by Full Auto is a thing of beauty.
Rolling at +0/x3 I no longer even worry about carnie illusionists because they don't survive long enough to zap me.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Another update with some observations.


Still haven't done the final respec and he has a bunch of expensive stuff sitting in base storage for when I finally do, but he's upgraded his frankenslotted powers to 'good' sets and he's an okay farmer/soloist set to +0/x5.

As suggested I picked up Taser, which makes a nice compliment to beanbag and makes short work of annoying foes. I'm of two minds on Gun Turret (which I've fully slotted with Expedient Reinforcement).

The changes to Defiance make it a solid pick. The damage buff is substantial, and while its own output is fairly trivial it does distract a bit of incoming fire, which is helpful. Plus I think it looks cool, floating around with my targeting drone & vet drone.

But it doesn't fit my solo playstyle, which makes much use of stealth (cloak + super speed) to get in position, drop caltrops and then lay AoE waste. As much as I come to like it I use it very rarely.

I have most of my expensive stuff ready to go and have been rebuilding his bankroll doing 20-30 minute MA runs, cashing in the tickets for 34-39 bronze rolls and crafting the good stuff for a ridiculous markup. He should be ready for the 'big one' by the end of the month even as little as I've been able to play.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Quote:
Originally Posted by Nethergoat View Post
Another update with some observations.


Still haven't done the final respec and he has a bunch of expensive stuff sitting in base storage for when I finally do, but he's upgraded his frankenslotted powers to 'good' sets and he's an okay farmer/soloist set to +0/x5.

As suggested I picked up Taser, which makes a nice compliment to beanbag and makes short work of annoying foes. I'm of two minds on Gun Turret (which I've fully slotted with Expedient Reinforcement).

The changes to Defiance make it a solid pick. The damage buff is substantial, and while its own output is fairly trivial it does distract a bit of incoming fire, which is helpful. Plus I think it looks cool, floating around with my targeting drone & vet drone.

But it doesn't fit my solo playstyle, which makes much use of stealth (cloak + super speed) to get in position, drop caltrops and then lay AoE waste. As much as I come to like it I use it very rarely.

I have most of my expensive stuff ready to go and have been rebuilding his bankroll doing 20-30 minute MA runs, cashing in the tickets for 34-39 bronze rolls and crafting the good stuff for a ridiculous markup. He should be ready for the 'big one' by the end of the month even as little as I've been able to play.
glad to hear you are still playing this guy a bit and really glad to hear that your experiment is working out pretty well. now you have me wanting to drag my lower level ar/dev out of mothballs and give it another try

if you don't mind, please post your final build with all the shiny new IOs. would make a great wish list for mine down the road.


 

Posted

Quote:
Originally Posted by kendo View Post
if you don't mind, please post your final build with all the shiny new IOs. would make a great wish list for mine down the road.
I'll definitely post the big respec build. I have probably 80% of what he'll need sitting in base storage and I have a good chunk of the inf I'll need to buy the rest of it, so Zero Hour is fast approaching. There are some powers I don't want to lose so it'll be a modified version of the helpful suggestions above- I'm actually going to (finally) install Mid's to plan it out.

I'll do a big reveal with build and screenshots and maybe a marching band. =)

I stumbled onto a team running pt 1 of the new Posi TF (good times, I highly recommend it) last night while checking my bids. IOs have definitely bumped up his 'fun factor', even if he isn't (yet) the monster he was in his pre-ED prime.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

I just dumped about 1 billion into my AR/DEV, That I have not played in over 2 years. Now I love the toon for teaming. and it's not to shabby at pvp eather. I went for the large recharge/Damage.bonus I have almost no Def just my res. with hasten going fullauto is up every 20 sec's.

Here is my build as it is now.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Gun Punk: Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Medicine
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Burst

  • (A) HamiO:Centriole Exposure
  • (3) Devastation - Chance of Hold
  • (3) Devastation - Accuracy/Damage/Endurance/Recharge
  • (5) Devastation - Accuracy/Damage
  • (5) Devastation - Accuracy/Damage/Recharge
  • (7) Devastation - Damage/Recharge
Level 1: Web Grenade
  • (A) Accuracy IO
Level 2: Slug
  • (A) Devastation - Chance of Hold
  • (7) Devastation - Accuracy/Damage/Endurance/Recharge
  • (9) Devastation - Accuracy/Damage
  • (9) Devastation - Damage/Endurance
  • (11) Devastation - Damage/Recharge
  • (11) Devastation - Accuracy/Damage/Recharge
Level 4: Caltrops
  • (A) Recharge Reduction IO
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (13) Recharge Reduction IO
  • (13) Recharge Reduction IO
Level 8: Aid Other
  • (A) Healing IO
Level 10: Targeting Drone
  • (A) Rectified Reticle - Increased Perception
  • (15) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (17) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (17) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
Level 12: Sniper Rifle
  • (A) Sting of the Manticore - Chance of Damage(Toxic)
  • (19) Sting of the Manticore - Damage/Endurance/Recharge
  • (21) Sting of the Manticore - Accuracy/Damage
  • (21) Sting of the Manticore - Damage/Endurance
  • (23) Sting of the Manticore - Accuracy/Interrupt/Range
  • (23) Sting of the Manticore - Damage/Interrupt/Recharge
Level 14: Buckshot
  • (A) Force Feedback - Chance for +Recharge
  • (39) Positron's Blast - Accuracy/Damage/Endurance
  • (39) Positron's Blast - Accuracy/Damage
  • (43) Positron's Blast - Damage/Endurance
  • (45) Positron's Blast - Damage/Recharge
  • (46) Positron's Blast - Damage/Range
Level 16: Hurdle
  • (A) Jumping IO
  • (27) Jumping IO
  • (27) Jumping IO
Level 18: Flamethrower
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (29) Positron's Blast - Damage/Range
  • (31) Positron's Blast - Damage/Endurance
  • (31) Positron's Blast - Accuracy/Damage/Endurance
  • (31) Positron's Blast - Accuracy/Damage
  • (33) Positron's Blast - Damage/Recharge
Level 20: Cloaking Device
  • (A) Karma - Knockback Protection
  • (25) Karma - Defense/Recharge
  • (29) Endurance Reduction IO
  • (33) Karma - Defense/Endurance
Level 22: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (25) Healing IO
  • (33) Healing IO
Level 24: Stamina
  • (A) Efficacy Adaptor - Accuracy/Recharge
  • (34) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (34) Efficacy Adaptor - EndMod/Recharge
  • (45) Efficacy Adaptor - EndMod/Endurance
  • (46) Efficacy Adaptor - EndMod/Accuracy
  • (46) Efficacy Adaptor - EndMod
Level 26: Recall Friend
  • (A) Jaunt - Range
  • (42) Jaunt - Endurance
  • (43) Jaunt - Endurance/Range
Level 28: Aid Self
  • (A) Numina's Convalescence - Heal
  • (34) Numina's Convalescence - Heal/Endurance
  • (36) Numina's Convalescence - Endurance/Recharge
  • (36) Interrupt Reduction IO
  • (36) Numina's Convalescence - Heal/Recharge
  • (37) Numina's Convalescence - Heal/Endurance/Recharge
Level 30: Super Speed
  • (A) Run Speed IO
Level 32: Full Auto
  • (A) Ragnarok - Damage/Endurance
  • (40) Ragnarok - Damage
  • (40) Ragnarok - Damage/Recharge
  • (40) Ragnarok - Accuracy/Damage/Recharge
  • (42) Ragnarok - Accuracy/Recharge
  • (45) Positron's Blast - Chance of Damage(Energy)
Level 35: Ignite
  • (A) Positron's Blast - Damage/Recharge
  • (37) Positron's Blast - Accuracy/Damage/Endurance
  • (37) Positron's Blast - Accuracy/Damage
  • (39) Positron's Blast - Damage/Endurance
  • (42) Positron's Blast - Damage/Range
Level 38: Smoke Grenade
  • (A) To Hit Debuff IO
Level 41: Personal Force Field
  • (A) Karma - Knockback Protection
  • (43) Defense Buff IO
Level 44: Temp Invulnerability
  • (A) Resist Damage IO
  • (48) Resist Damage IO
  • (50) Endurance Reduction IO
Level 47: Force of Nature
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
  • (48) Resist Damage IO
Level 49: Teleport
  • (A) Jaunt - Range
  • (50) Jaunt - Endurance
  • (50) Jaunt - Endurance/Range
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Unbounded Leap - +Stealth
Level 2: Rest
  • (A) Empty
Level 1: Defiance
Level 0: Ninja Run



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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|MxDz;1417;720;1440;HEX;|
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