ar/dev retrofitting project


Adeon Hawkwood

 

Posted

Here's my take on the AR/Devices blaster... This build doesn't extremely focus in any particular area, and was built mostly on the cheap, while still producing 40% recharge and ~25% ranged defense from sets.

Looking through these I only saw one other with Medicine, I really like medicine, personally. With highish defense to ranged *and* smash/lethal, and a single interrupt reducer in Aid Self it's easy to get that in when you need it.

Where I really depart, it seems, is I don't have Snipe, Full Auto, or Gun Drone. Cloaking Device plus Stealth in Combat Jumping allows me to go into the group to start. Soloing I usually throw some caltrops down, then move into the group and open the fight with a trip mine, then I back up just past the caltrops and then flamethrower/buckshot and maintain range. Taser and Beanbag of course are there for control when needed.

Definitely seems to be a different style, but one that I enjoy and consider it to be pretty solid. May not kill quite as fast as some other blasters out there, but almost never faceplants, so that's the tradeoff I guess.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Totino: Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(11), Thundr-Acc/Dmg/EndRdx:50(15), Thundr-Dmg/EndRdx/Rchg:50(25)
Level 1: Web Grenade -- Acc-I:50(A)
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(17), Thundr-Dmg/EndRdx/Rchg:50(25)
Level 4: Buckshot -- KinCrsh-Dmg/KB:50(A), KinCrsh-Acc/KB:50(5), KinCrsh-Rchg/KB:50(7), KinCrsh-Rechg/EndRdx:50(13), KinCrsh-Dmg/EndRdx/KB:50(17), KinCrsh-Acc/Dmg/KB:50(27)
Level 6: Combat Jumping -- ULeap-Stlth:22(A)
Level 8: Beanbag -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(9), Stpfy-Acc/EndRdx:50(9), Stpfy-Stun/Rng:50(15), Stpfy-Acc/Stun/Rchg:50(34), Stpfy-KB%:50(36)
Level 10: Targeting Drone -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(11), GSFC-ToHit/Rchg/EndRdx:50(37), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(40)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Super Speed -- Run-I:50(A)
Level 18: Flamethrower -- EndRdx-I:50(A), Det'tn-Dmg/EndRdx:50(19), Det'tn-Dmg/Rchg:50(19), Det'tn-Dmg/Rng:50(23), Det'tn-Acc/Dmg/EndRdx:50(23), Det'tn-Dmg/EndRdx/Rng:50(27)
Level 20: Cloaking Device -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(34), RedFtn-EndRdx/Rchg:50(42), RedFtn-Def/EndRdx/Rchg:50(42), RedFtn-Def:50(43), RedFtn-EndRdx:50(43)
Level 22: Acrobatics -- EndRdx-I:50(A)
Level 24: Taser -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(33), Stpfy-Acc/EndRdx:50(33), Stpfy-Stun/Rng:50(33), Stpfy-Acc/Stun/Rchg:50(34), Stpfy-KB%:50(36)
Level 26: Caltrops -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 28: Trip Mine -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(29), M'Strk-Dmg/Rchg:50(29), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(31), M'Strk-Dmg/EndRdx/Rchg:50(31)
Level 30: Smoke Grenade -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/Rchg:50(43), DarkWD-ToHitdeb/Rchg/EndRdx:50(46), DarkWD-Rchg/EndRdx:50(48), DarkWD-ToHitDeb/EndRdx:50(48)
Level 32: Aid Other -- IntRdx-I:50(A)
Level 35: Aid Self -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(39), IntRdx-I:50(39), Dct'dW-Heal/EndRdx/Rchg:50(39), Dct'dW-Heal:50(40), Dct'dW-Rchg:50(40)
Level 38: Resuscitate -- RechRdx-I:50(A)
Level 41: Snow Storm -- EndRdx-I:50(A)
Level 44: Frozen Armor -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(45), RedFtn-EndRdx/Rchg:50(45), RedFtn-Def/EndRdx/Rchg:50(45), RedFtn-Def:50(46), RedFtn-EndRdx:50(46)
Level 47: Hoarfrost -- Numna-EndRdx/Rchg:50(A), Numna-Heal/Rchg:50(50), Numna-Heal/EndRdx/Rchg:50(50), S'fstPrt-ResDam/Def+:10(50)
Level 49: Hibernate -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:33(48)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
------------
Set Bonus Totals:

  • 8.5% DamageBuff(Smashing)
  • 8.5% DamageBuff(Lethal)
  • 8.5% DamageBuff(Fire)
  • 8.5% DamageBuff(Cold)
  • 8.5% DamageBuff(Energy)
  • 8.5% DamageBuff(Negative)
  • 8.5% DamageBuff(Toxic)
  • 8.5% DamageBuff(Psionic)
  • 5.188% Defense(Smashing)
  • 5.188% Defense(Lethal)
  • 6.125% Defense(Fire)
  • 6.125% Defense(Cold)
  • 17.38% Defense(Energy)
  • 17.38% Defense(Negative)
  • 3% Defense(Psionic)
  • 7.375% Defense(Melee)
  • 24.25% Defense(Ranged)
  • 9.25% Defense(AoE)
  • 4% Enhancement(Heal)
  • 6% Enhancement(Stun)
  • 14% Enhancement(Accuracy)
  • 40% Enhancement(RechargeTime)
  • 13% FlySpeed
  • 108.43 HP (8.998%) HitPoints
  • 13% JumpHeight
  • 13% JumpSpeed
  • Knockback (Mag -3)
  • Knockup (Mag -3)
  • MezResist(Immobilize) 4.4%
  • MezResist(Sleep) 3.3%
  • MezResist(Stun) 1.65%
  • MezResist(Terrorized) 2.2%
  • 14% (0.234 End/sec) Recovery
  • 30% (1.509 HP/sec) Regeneration
  • 2.5% Resistance(Smashing)
  • 4.725% Resistance(Fire)
  • 4.725% Resistance(Cold)
  • 1.875% Resistance(Energy)
  • 16% RunSpeed
  • 1% XPDebtProtection



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Posted

@ Totino

I had a similar build, basic frankinslotting with Aid Self. While it was effective and Toe Bombing was the common method of starting attack. Once I picked up a bunch of aggro it became difficult to heal myself at times. Further I would run into situations in which I would end up in a cycle of just trying to heal myself because I was getting too much damage repeatedly.

25 Range Defense is nice, but I will side with many of Adeon thoughts about getting into Range Defense of 30s.

I think the issue is to find the right number to obtain in which you will have enough defense to get some misses from the mobs and enough heal to fix what got through.

Personally now that I have Cardiac Alpha slotted I might look to pick up a respec and possibly remove one slot from stamina and back to Full Auto. Basically I am seeing I am almost killing the mobs But just not enough. I would like if Full Auto can take out the minions. ATM I am firing Full Auto and then Flame Thrower to finish off mobs. Or eating a red inspiration to do the damage needed. So 5 slotting Full Auto might be the trick.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

@Plainguy

I do need to try to squeeze out just a little more defense somewhere, but honestly I seem to do just fine with what I have.

If I had to guess, I would suspect it may have to do with my not having full auto. I hear and see a lot of full auto/flamethrower and it's not quite there. What I've found is that toe bombing, followed by a scooch back, flamethrower, buckshot actually does the trick, most everything will die, or be very close to it, from that. The buckshot knocks down a few of the guys that are still burning, which helps keep the damage off further. Since I'm not full autoing, there's no long stationary period where enemies can close with me. I think that makes a big difference.

Also, when things *do* get on me, having the high smash/lethal defense to back up the ranged defense I think is critical, although to do that you are forced to go with Cold ancillary, so it's not for everyone.


 

Posted

Quote:
Originally Posted by plainguy View Post
Personally now that I have Cardiac Alpha slotted I might look to pick up a respec and possibly remove one slot from stamina and back to Full Auto. Basically I am seeing I am almost killing the mobs But just not enough. I would like if Full Auto can take out the minions. ATM I am firing Full Auto and then Flame Thrower to finish off mobs. Or eating a red inspiration to do the damage needed. So 5 slotting Full Auto might be the trick.
Another useful trick is to summon a Gun Drone or place a Trip Mine and use the defiance damage bonus from that to buff FA.

Quote:
Originally Posted by Totino View Post
Also, when things *do* get on me, having the high smash/lethal defense to back up the ranged defense I think is critical, although to do that you are forced to go with Cold ancillary, so it's not for everyone.
The nice thing about Devices is that you can keep people away from you. I specced into Mu Mastery for the AoE immobilize and find that between that and Caltrops it's easy to keep most enemies at range (I try to avoid werewolves obviously). Mu Mastery actually has the worst AoE immobilize of the PPPs, I went with it for thematic reasons and because I wanted the shield. Admittedly I don't go in for toe bombing though so keeping at range is a more viable strategy.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Another useful trick is to summon a Gun Drone or place a Trip Mine and use the defiance damage bonus from that to buff FA.
I like the gun drone trick.
Before the respec I also liked dropping caltrops then sticking an Ignite patch in the middle- nice defiance boost plus a surprise for rushers. =D


Ok, slotted in the last few enhancers and am now comfortably above the legendary 'soft cap'. As a test I ran my usual MA farm bumping it up to +2/x8. Piece of cake, nothing touched me- going was a bit slow though.

Dialed it back down to +0/x8 and ran a couple of tip missions.

Arachnos? No problem, mowed them down like grass. This was a mission that I'd found troublesome with my old build on +0/x3.

Had a bit of trouble with a Longbow mission (two deaths)- the problem seemed to be those stupid grenades the nullifiers toss. Are they autohit, or did I just get really unlucky? One I pinpointed the problem it was do-able- stun the nullifiers then mow everyone else.

Screens and whatnot to follow.

I'm thinking I"ll do another respec for tweaks- I missed my snipe and will probably drop it back in as per Plainguy's suggestion. And while the Ragnarok knockdown proc is hilarious in Caltrops, I need to either find another slot for a slow enhancer or pull it out for a slow. Higher cons get through it fairly easily- I'm so used to having it three slotted for slow (which was a borderline immobilize for everything I faced) it's sort of annoying.

Also, having some slight end problems due to a missing Miracle +rec. Dunno what I did with it. Put out some bids and should have it slotted soon.


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
Had a bit of trouble with a Longbow mission (two deaths)- the problem seemed to be those stupid grenades the nullifiers toss. Are they autohit, or did I just get really unlucky? One I pinpointed the problem it was do-able- stun the nullifiers then mow everyone else.
If you're relying on capped ranged DEF, then AoE mezzes will still hit you. Unfortunately, so will Mind Control single-target ranged mezzes (Mesmerise, Dominate), because they're non-positional attacks.

Otherwise, you should be good.

Longbow are a PITA on higher difficulties for Blasters.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Now at Cardiac Tier 2 and endurance is no longer an issue.

I am considering going back to 2 slotting endurance and 5 slotting Full Auto. Along with the Gun Drone idea I should be able clear out minions with a hit of Full Auto.

I am wondering if the proc in performance shifter would be better then just 2 Endurance Modification IOs. The difference is 2.81 to 2.98, the lower one being the Performance shifter IO. I understand that MIDs does not take into account the Proc. I'm thinking the Proc might be better.

I just tried a radio mission with CoTs 0/8. It was iffy. the first big group not many hits got through at range. But the 2nd group I happen to get a bunch of hits on me.

I have to say that the Bonfire with the Force Feedback Proc is VERY GOOD. 1 power.. 1 slotted and it keeps many of the mobs at bay.. Plus the proc goes off because so many mobs are trying to get at me.

Here is the build I am considering respecing to atm

I think Purple IOs in Full Auto as Nethergoat has would make it much better for the added Recharge for all the powers.. The more I can get Bonfire up the better it is safety wise..

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Burst

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Recharge
  • (7) Thunderstrike - Accuracy/Damage/Recharge
  • (9) Thunderstrike - Damage/Endurance
  • (27) Thunderstrike - Accuracy/Damage/Endurance
  • (29) Thunderstrike - Damage/Endurance/Recharge
Level 1: Web Grenade
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (3) Trap of the Hunter - Immobilize/Accuracy
  • (11) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (33) Trap of the Hunter - Chance of Damage(Lethal)
  • (48) Trap of the Hunter - Accuracy/Endurance
  • (48) Trap of the Hunter - Endurance/Immobilize
Level 2: Slug
  • (A) Thunderstrike - Accuracy/Damage
  • (5) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Damage/Endurance
  • (7) Thunderstrike - Accuracy/Damage/Recharge
  • (29) Thunderstrike - Accuracy/Damage/Endurance
  • (31) Thunderstrike - Damage/Endurance/Recharge
Level 4: Buckshot
  • (A) Positron's Blast - Accuracy/Damage
  • (9) Positron's Blast - Damage/Recharge
  • (11) Positron's Blast - Damage/Range
  • (31) Positron's Blast - Accuracy/Damage/Endurance
  • (31) Positron's Blast - Damage/Endurance
Level 6: Kick
  • (A) Accuracy IO
Level 8: Taser
  • (A) Stupefy - Accuracy/Recharge
  • (21) Stupefy - Endurance/Stun
  • (23) Stupefy - Accuracy/Endurance
  • (36) Stupefy - Stun/Range
  • (40) Stupefy - Chance of Knockback
  • (46) Stupefy - Accuracy/Stun/Recharge
Level 10: Targeting Drone
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (13) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (15) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (17) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 12: Beanbag
  • (A) Stupefy - Accuracy/Recharge
  • (17) Stupefy - Endurance/Stun
  • (19) Stupefy - Accuracy/Endurance
  • (19) Stupefy - Stun/Range
  • (21) Stupefy - Accuracy/Stun/Recharge
  • (33) Stupefy - Chance of Knockback
Level 14: Caltrops
  • (A) Pacing of the Turtle - Chance of -Recharge
Level 16: Tough
  • (A) Steadfast Protection - Knockback Protection
Level 18: Flamethrower
  • (A) Positron's Blast - Accuracy/Damage
  • (25) Positron's Blast - Damage/Recharge
  • (25) Positron's Blast - Damage/Endurance
  • (27) Positron's Blast - Damage/Range
  • (43) Positron's Blast - Accuracy/Damage/Endurance
Level 20: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 22: Hasten
  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
Level 24: Cloaking Device
  • (A) Red Fortune - Defense/Endurance
  • (34) Red Fortune - Defense
  • (34) Red Fortune - Defense/Endurance/Recharge
  • (36) Red Fortune - Defense/Recharge
  • (36) Red Fortune - Endurance
  • (39) Red Fortune - Endurance/Recharge
Level 26: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (50) Celerity - +Stealth
Level 28: Sniper Rifle
  • (A) Executioner's Contract - Accuracy/Damage
  • (34) Executioner's Contract - Damage/Endurance
  • (37) Executioner's Contract - Damage/Interrupt
  • (37) Executioner's Contract - Damage/Range
  • (37) Executioner's Contract - Damage/Recharge
  • (43) Executioner's Contract - Disorient Bonus
Level 30: Smoke Grenade
  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge
Level 32: Full Auto
  • (A) Detonation - Damage/Endurance
  • (39) Positron's Blast - Damage/Recharge
  • (40) Air Burst - Damage/Recharge
  • (40) Detonation - Damage/Range
  • (48) Detonation - Damage/Recharge
Level 35: Weave
  • (A) Luck of the Gambler - Recharge Speed
Level 38: Gun Drone
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (39) Expedient Reinforcement - Accuracy/Damage
  • (42) Expedient Reinforcement - Damage/Endurance
  • (42) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (42) Expedient Reinforcement - Endurance/Damage/Recharge
  • (43) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 41: Bonfire
  • (A) Force Feedback - Chance for +Recharge
Level 44: Trip Mine
  • (A) Eradication - Damage
  • (45) Eradication - Accuracy/Recharge
  • (45) Eradication - Damage/Recharge
  • (45) Cleaving Blow - Accuracy/Damage
  • (46) Cleaving Blow - Damage/Endurance
  • (46) Cleaving Blow - Damage/Recharge
Level 47: Fire Shield
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 49: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Defiance
Level 6: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (50) Numina's Convalescence - Heal
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (23) Performance Shifter - EndMod



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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
Originally Posted by plainguy View Post
I am wondering if the proc in performance shifter would be better then just 2 Endurance Modification IOs. The difference is 2.81 to 2.98, the lower one being the Performance shifter IO. I understand that MIDs does not take into account the Proc. I'm thinking the Proc might be better.
The End Mod is better. The proc in stamina is checked every 10 seconds, and has a 10% chance to give you 10 End. So some pretty simple math later, you find that aggregating over time results in .1 end/second gained, slightly less if you also consider that if you're down


 

Posted

Quote:
Originally Posted by Totino View Post
The End Mod is better. The proc in stamina is checked every 10 seconds, and has a 10% chance to give you 10 End. So some pretty simple math later, you find that aggregating over time results in .1 end/second gained, slightly less if you also consider that if you're down
And I was basing the above statement on some dated information. The Proc has a 20% chance to fire, and my current understanding is that it's not for 10 end, but for 10% of your max end. So the proc should be better in the example you gave. On a character with 100 Endurance, the proc should average about .2/second, which is slightly better than the .17/second you would gain from the second endmod IO in Stamina. It's even more noticeable if you have accolades like Atlas medallion or other set bonuses increasing your max end. So I will correct my previous statement and say that the Perf Shifter Proc is statistically slightly better than a second IO endmod in Stamina.


 

Posted

@ Totino

Regardless of what I slotted I needed the Cardiac Alpha.

I did end up doing a Respec mission and reslotting my endurance as I mentioned and 5 slotted Full Auto. I can notice the difference, it was 95% damage and its now 99% damage. It's 4% but it really is noticeable.

@ Obitus mentioned regarding the holds. Without a break free and mobs coming in that seems to be my down fall. What I do is now make sure I have a current jetpack and I have another jetpack temp as backup. When I think I am going to have issues with being held if I can I fly up above to stay out of melee range I do. This way I can fire off my first 2 attacks that Blasters can do while being held.

General comments and thoughts

If they could make just ONE and only ONE change to Device. I would ask for greater Defenses coming from Cloaking Device and have the ability to get Crits from Cloaking Device, similar to what VEATs have ATM. This would of course allow me a bit more Frankenslotting.

Similar to what Nethergoat mentioned regarding mobs. Longbow Nullifiers are a pain. I tend to target then ASAP. As I do Malta Gunslingers and those Malta robots that fire off that hold..

There are times I notice I get a bunch of hits on me even if there are no mobs killing my defenses. Oddly much more then I would on my Archer EM. I think its because simply I am just out of range with my Archer with boost range.

Again there are not so many ways to obtain defense range cap with this build and without it I think your survivability is less without it. Before as mentioned in another thread Aid Self is nice but I found myself at times just running away to try to get an Aid Self off, just to get another hit immediately after and then trying to use Aid Self again because the heal Aid Self is providing isn't sufficient.

Overall using Jetpack while being mezzed, held or slept seems to be a big help.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Looking at everyones builds this morning it seemed common for people to 6 slot CD with red fortunes and 1 slot weave with an LotG. Wouldn't it be better for the overall builds to do things the other way around?

Am I the only one with love for sleeping grenade?


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

Hate to necro this thing but where is your build Nethergoat?

edit: in the last build you did you had Air Superiority six slotted with Mako's Bite. You could you replace Kick with Boxing (and six slot it instead) and then take out AS altogether. This way you could pick another power, like Ignite, and still have your ranged Defense soft capped.

Of course all this is moot if you actually use Kick and Air Superiority.


Ignorance dies from exposure to truth.
I am the hunter of ignorance.
I am the truth.
- The Seeker

 

Posted

I reworked my previous working build to this build. This build has a bit more endurance and more regen. I am currently slotted for endurance incarnate but I think the damage incarnate with the endurance redux might work which will increase my damage by 50 point in each power.. That seems big.. I will test it out and see. But I wouldn't go Musculature with this build straight out. My last build was created right as incarnate was coming out so I able to drag along through that until I was able to slot in Cardiac.

Side Note: It would be nice to have one IO Ranged AOE Set with Range defense bonus.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Burst

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Recharge
  • (7) Thunderstrike - Accuracy/Damage/Recharge
  • (9) Thunderstrike - Damage/Endurance
  • (27) Thunderstrike - Accuracy/Damage/Endurance
  • (29) Thunderstrike - Damage/Endurance/Recharge
Level 1: Web Grenade
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (3) Trap of the Hunter - Immobilize/Accuracy
  • (11) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (33) Trap of the Hunter - Chance of Damage(Lethal)
  • (48) Trap of the Hunter - Accuracy/Endurance
  • (48) Trap of the Hunter - Endurance/Immobilize
Level 2: Slug
  • (A) Thunderstrike - Accuracy/Damage
  • (5) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Damage/Endurance
  • (7) Thunderstrike - Accuracy/Damage/Recharge
  • (29) Thunderstrike - Accuracy/Damage/Endurance
  • (31) Thunderstrike - Damage/Endurance/Recharge
Level 4: Buckshot
  • (A) Positron's Blast - Accuracy/Damage
  • (9) Positron's Blast - Damage/Recharge
  • (11) Positron's Blast - Damage/Range
  • (31) Positron's Blast - Accuracy/Damage/Endurance
  • (31) Positron's Blast - Damage/Endurance
Level 6: Kick
  • (A) Accuracy IO
Level 8: Taser
  • (A) Stupefy - Accuracy/Recharge
  • (21) Stupefy - Endurance/Stun
  • (23) Stupefy - Accuracy/Endurance
  • (36) Stupefy - Stun/Range
  • (40) Stupefy - Chance of Knockback
  • (46) Stupefy - Accuracy/Stun/Recharge
Level 10: Targeting Drone
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (13) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (15) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (17) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 12: Beanbag
  • (A) Stupefy - Accuracy/Recharge
  • (17) Stupefy - Endurance/Stun
  • (19) Stupefy - Accuracy/Endurance
  • (19) Stupefy - Stun/Range
  • (21) Stupefy - Accuracy/Stun/Recharge
  • (33) Stupefy - Chance of Knockback
Level 14: Caltrops
  • (A) Pacing of the Turtle - Chance of -Recharge
Level 16: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 18: Flamethrower
  • (A) Positron's Blast - Accuracy/Damage
  • (25) Positron's Blast - Damage/Recharge
  • (25) Positron's Blast - Damage/Endurance
  • (27) Positron's Blast - Damage/Range
  • (43) Positron's Blast - Accuracy/Damage/Endurance
Level 20: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 22: Hasten
  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
Level 24: Cloaking Device
  • (A) Luck of the Gambler - Recharge Speed
Level 26: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 28: Sniper Rifle
  • (A) Executioner's Contract - Accuracy/Damage
  • (34) Executioner's Contract - Damage/Endurance
  • (37) Executioner's Contract - Damage/Interrupt
  • (37) Executioner's Contract - Damage/Range
  • (37) Executioner's Contract - Damage/Recharge
  • (48) Executioner's Contract - Disorient Bonus
Level 30: Smoke Grenade
  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge
Level 32: Full Auto
  • (A) Detonation - Damage/Endurance
  • (39) Positron's Blast - Damage/Recharge
  • (40) Air Burst - Damage/Recharge
  • (40) Air Burst - Damage/Range
  • (43) Detonation - Damage/Recharge
Level 35: Weave
  • (A) Endurance Reduction IO
Level 38: Gun Drone
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (39) Expedient Reinforcement - Accuracy/Damage
  • (42) Expedient Reinforcement - Damage/Endurance
  • (42) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (42) Expedient Reinforcement - Endurance/Damage/Recharge
  • (43) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 41: Bonfire
  • (A) Force Feedback - Chance for +Recharge
Level 44: Trip Mine
  • (A) Eradication - Damage
  • (45) Eradication - Accuracy/Recharge
  • (45) Eradication - Damage/Recharge
  • (46) Cleaving Blow - Damage/Endurance
  • (46) Cleaving Blow - Damage/Recharge
Level 47: Fire Shield
  • (A) Aegis - Psionic/Status Resistance
Level 49: Maneuvers
  • (A) Endurance Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Defiance
Level 6: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (34) Numina's Convalescence - Heal/Endurance
  • (34) Numina's Convalescence - Endurance/Recharge
  • (36) Numina's Convalescence - Heal/Recharge
  • (36) Numina's Convalescence - Heal/Endurance/Recharge
  • (50) Numina's Convalescence - Heal
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (23) Efficacy Adaptor - EndMod/Endurance
  • (39) Efficacy Adaptor - EndMod/Recharge
  • (45) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (50) Efficacy Adaptor - EndMod/Accuracy



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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

I took your build and played with it for a minute. You now have with my play the same ranged def, increased aoe and increased melee def. Also 15% more recharge. All because 6 slots in health on a blaster makes me cringe. Second the 5 efficacies in stamina don't look too good to me but I need my bed now so shan't change more

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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

Quote:
Originally Posted by New Dawn View Post
I took your build and played with it for a minute. You now have with my play the same ranged def, increased aoe and increased melee def. Also 15% more recharge. All because 6 slots in health on a blaster makes me cringe. Second the 5 efficacies in stamina don't look too good to me but I need my bed now so shan't change more
Arg, I hate when you think you have the build and can't think of anymore angles and someone comes in and does. Gonna look at the build when I get home. Thanks for taking the time out to find something better.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

I feel retarded.. I posted the wrong build.. End result I reworked Nethergoat build. His build I think is pretty much optimal if your looking for a AR Dev Range Cap build. With a purple set in Full Auto your having great damage and a really fast recharge on a crashless nuke, of course all with Range cap. If you could squeeze Aid self into the build it is the only way I can see this being any better.

Nonetheless this is really, really the build I respeced into. It still has Health 6 slotted and Stamina 4 Slotted. I went for the high regen bonus. I have Cardiac and even though I not much of any issue before with my old build and Cardiac, this build I have to say is really not putting any strain on my endurance compared to my previous build. My last build did put me in an endurance drain in an extended fight but I haven't had that issue yet with this new build.

Further another issue I had was my Health was not regenerating my health back as fast as I would have liked. This new one isn't much faster but the numbers are showing me almost 4 point more per second.

Over all I am getting a better feel from this build. I think the hover is helping out as well.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Recharge
  • (7) Thunderstrike - Accuracy/Damage/Recharge
  • (9) Thunderstrike - Damage/Endurance
  • (27) Thunderstrike - Accuracy/Damage/Endurance
  • (29) Thunderstrike - Damage/Endurance/Recharge
Level 1: Web Grenade
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (3) Trap of the Hunter - Immobilize/Accuracy
  • (11) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (33) Trap of the Hunter - Chance of Damage(Lethal)
  • (39) Trap of the Hunter - Endurance/Immobilize
  • (48) Trap of the Hunter - Accuracy/Endurance
Level 2: Slug
  • (A) Thunderstrike - Accuracy/Damage
  • (5) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Damage/Endurance
  • (7) Thunderstrike - Accuracy/Damage/Recharge
  • (29) Thunderstrike - Accuracy/Damage/Endurance
  • (31) Thunderstrike - Damage/Endurance/Recharge
Level 4: Buckshot
  • (A) Positron's Blast - Accuracy/Damage
  • (9) Positron's Blast - Damage/Recharge
  • (11) Positron's Blast - Damage/Range
  • (31) Positron's Blast - Accuracy/Damage/Endurance
  • (31) Positron's Blast - Damage/Endurance
Level 6: Kick
  • (A) Accuracy IO
Level 8: Taser
  • (A) Stupefy - Accuracy/Recharge
  • (21) Stupefy - Endurance/Stun
  • (23) Stupefy - Accuracy/Endurance
  • (36) Stupefy - Stun/Range
  • (42) Stupefy - Chance of Knockback
  • (46) Stupefy - Accuracy/Stun/Recharge
Level 10: Targeting Drone
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (13) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (15) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (17) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 12: Beanbag
  • (A) Stupefy - Accuracy/Recharge
  • (17) Stupefy - Endurance/Stun
  • (19) Stupefy - Accuracy/Endurance
  • (19) Stupefy - Stun/Range
  • (21) Stupefy - Accuracy/Stun/Recharge
  • (33) Stupefy - Chance of Knockback
Level 14: Caltrops
  • (A) Ragnarok - Chance for Knockdown
Level 16: Tough
  • (A) Aegis - Psionic/Status Resistance
Level 18: Flamethrower
  • (A) Positron's Blast - Accuracy/Damage
  • (25) Positron's Blast - Damage/Recharge
  • (25) Positron's Blast - Damage/Endurance
  • (27) Positron's Blast - Damage/Range
  • (43) Positron's Blast - Accuracy/Damage/Endurance
Level 20: Combat Jumping
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (50) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 22: Hasten
  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
Level 24: Cloaking Device
  • (A) Luck of the Gambler - Recharge Speed
  • (39) Luck of the Gambler - Defense/Endurance
Level 26: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (50) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 28: Ignite
  • (A) Detonation - Damage/Recharge
Level 30: Hover
  • (A) Luck of the Gambler - Recharge Speed
  • (34) Luck of the Gambler - Defense/Endurance
Level 32: Full Auto
  • (A) Detonation - Damage/Recharge
  • (34) Detonation - Damage/Range
  • (37) Positron's Blast - Damage/Recharge
  • (37) Positron's Blast - Damage/Range
  • (37) Air Burst - Damage/Recharge
Level 35: Weave
  • (A) Luck of the Gambler - Recharge Speed
Level 38: Gun Drone
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (39) Expedient Reinforcement - Accuracy/Damage
  • (40) Expedient Reinforcement - Damage/Endurance
  • (40) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (40) Expedient Reinforcement - Endurance/Damage/Recharge
  • (43) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 41: Smoke Grenade
  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge
Level 44: Cryo Freeze Ray
  • (A) Lockdown - Accuracy/Hold
  • (45) Lockdown - Accuracy/Recharge
  • (45) Lockdown - Recharge/Hold
  • (45) Lockdown - Endurance/Recharge/Hold
  • (46) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (48) Lockdown - Chance for +2 Mag Hold
Level 47: Body Armor
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (48) Steadfast Protection - Knockback Protection
Level 49: Surveillance
  • (A) Analyze Weakness - Defense Debuff
  • (50) Analyze Weakness - Accuracy/Defense Debuff
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Defiance
Level 6: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Numina's Convalescence - Heal/Endurance
  • (23) Numina's Convalescence - Endurance/Recharge
  • (34) Numina's Convalescence - Heal/Recharge
  • (36) Numina's Convalescence - Heal/Endurance/Recharge
  • (36) Numina's Convalescence - Heal
  • (46) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod/Endurance
  • (42) Efficacy Adaptor - EndMod
  • (42) Efficacy Adaptor - EndMod/Accuracy
  • (43) Efficacy Adaptor - EndMod/Recharge



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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

I will say this, I used a lot of the same sets on most of my powers at level 50. All my target AoE powers have Positrons Blast, accept for my Grenade which has Kenetic Crash on it. My Sniper Rifle has Sting of Manticore and my slug and burst attacks are slotted with the Orange level 50 ranged damage set, I don't remember the name. Other than that, I slotted sets that gave me pure damage and got as many defense powers as possible. Stealth Feild Generator, Weave from the Fitness Set and Scorpion Shield from Mace are all six slotted with Red Fortune for. Good set that gives damage bonus. Lot of people like Luck of the Gambler, but I prefer extra damage. Then you've got your pets. The spiderlings form Mace Mastery, I gave them a good orange set for level 50 recharge intensive pets, I don't rememer the name of that either. I didn't slot my gun drone, but I did put a 53 SO damage on him, so he's alright. Then I have Hasten on there. Hasten just means that you hurt things... And badly. With all of my sets, this AT goes from being really crappy about endurance to GREAT with it. I never run out or even get low. Malta Sappers don't even bother me much. Of course, that's becuase I have Fitness Slotted as well. I think I had enhanced performance. It's the set with the plug on it. Great set, give you +10% regenration too. Gotta love it!

And then there's my incarnate stuff.

T4 Musclature for my 45% buff
T3 Void with a percent chance to do more damage to Liuetentants or lower in case I suddenly get caught in the middle of a bad situation and get swamped. That knockback will save you. It really makes up for AR not having a nuke. That and Full Auto are the only attacks I ever need sometimes.
T3 Reactive 50% Res Debuff with a 25% DoT
T3 Victoria and Battle Orb, though I'll be replacing that with an ACU soon.
And a T3 Barrier for redundant defenses.

If I run into anything REALLY tough, that's when I summon ALL of my pets, Snipe, Full Auto, Void and then go to town with my pets either running interferance with other mobs or just barraging whatever mob is giving me trouble.

This is also great for farming. Those pets make me feel like an MM with better DPS, hehe.

Hope that helps, the build works for me. I have a lot of fun with it and I'm experimenting with other stuff, but honestly, since I20 came up, I've been getting groups together for +4 TFs. So it's REDICULOUSLY easy to get the money together for builbs at this point.

I wonder... +4 Barracuda for lulz? I think it would be fun, but it would be HARD to say the least. Harder than Lambda to say the least. But since everyone has Judgements now... It might be relatively easy to just clear a room full of bosses now.

Anyway, happy hunting!


 

Posted

Pretty much doing the same as cristelmoon1 and reporting in after the new incarnate stuff.

Alpha I currently have Cardiac T4 but I am just a few shards short of picking up Musculature T4. Once I have the shards I will slot it up all the way. I have ZERO endurance issues with Cardiac on. I have NOT tested with having Cardiac off and I should just to see the difference between the End Ratio. But as I mentioned Endurance is of no concern for me. I don't even bother looking at my bar for that status.

I picked up the ION ranged AOE since it works either at range or PBAOE. I have it T3 slotted to do damage to minions.

I have the T4 for the Pets, went with IDF. Thematically I thought it went well. T4 gives me the Incarnate only level shift as well.

I have not unlocked Destiny yet I will probably go with Rebirth for the Healing aspect.

I have the T3 in Interface Reactive to do extra fire damage.

For test purposes I use the fire crey cyborg farm everyone is familiar with. I also did a few others I see people talk about. Nutshell I was able to do them at 4/8 setting. Without a doubt the ability to hover is super great. What I do is go to the elevator area were there is more ceiling height to stay out of melee range. The pets are useful but ION is the big help.

My next step is working towards getting the Ragnarok IOs for Full auto.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

I've been looking to rebuild my parked AR/Dev and read this thread for some inspiration. I've done a build that builds up s/l defense as close as possible to the cap (45.2%) and quite a high energy defense (38.1%). This is partly achieved via the time honored tradition of using mace mastery and scorpion shield. I also seem to have got a respectable recharge bonus out of the build as a nice bonus (101.3% or 201.3% if the force feedback proc in buckshot fires). I would be very grateful for any feedback on the build and how it might be improved.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Gun Smoke: Level 50 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(25), Thundr-Dmg/EndRdx/Rchg:50(36), Dmg-I:50(37), Achilles-ResDeb%:20(46)
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-Immob/Rng:50(48), Enf'dOp-Acc/Immob/Rchg:50(48), Enf'dOp-Acc/Immob:50(48)
Level 2: Slug -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(3), Thundr-Dmg/EndRdx/Rchg:50(40), Dmg-I:50(40)
Level 4: Buckshot -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(5), Posi-Dmg/Rchg:50(5), Posi-Dmg/Rng:50(43), Posi-Acc/Dmg/EndRdx:50(46), FrcFbk-Rechg%:50(46)
Level 6: Taser -- Stpfy-EndRdx/Stun:50(A), Stpfy-Acc/Rchg:50(7), Stpfy-Acc/EndRdx:50(7), Stpfy-Stun/Rng:50(43), Stpfy-Acc/Stun/Rchg:50(43)
Level 8: Beanbag -- Amaze-Stun/Rchg:50(A), Amaze-Acc/Stun/Rchg:50(9), Amaze-Acc/Rchg:50(9), Amaze-EndRdx/Stun:50(37), Amaze-ToHitDeb%:50(40)
Level 10: Targeting Drone -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(11), EndRdx-I:50(11)
Level 12: Sniper Rifle -- Mantic-Dam%:50(A), Mantic-Dmg/EndRdx:50(13), Mantic-Acc/ActRdx/Rng:50(13), Mantic-Dmg/ActRdx/Rchg:50(23), Mantic-Dmg/EndRdx/Rchg:50(23), HO:Centri(37)
Level 14: Caltrops -- CtlSpd-Acc/Slow:30(A), CtlSpd-Dmg/Slow:30(15), CtlSpd-Acc/EndRdx:30(15), CtlSpd-Rng/Slow:30(17)
Level 16: Smoke Grenade -- HO:Lyso(A), HO:Lyso(17)
Level 18: Flamethrower -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(19), Posi-Dmg/Rchg:50(19), Posi-Dmg/Rng:50(21), Posi-Acc/Dmg/EndRdx:50(21)
Level 20: Cloaking Device -- LkGmblr-Rchg+:50(A)
Level 22: Boxing -- EndRdx-I:50(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(25)
Level 26: Ignite -- Det'tn-Dmg/Rchg:50(A), AirB'st-Dmg/Rchg:50(27), Dmg-I:50(27), RechRdx-I:50(36)
Level 28: Trip Mine -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(36)
Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Def:50(31), LkGmblr-Rchg+:50(31)
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: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 38: Gun Drone -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Acc/Dmg/Rchg:50(39), ExRmnt-Dmg/EndRdx:50(39), ExRmnt-EndRdx/Dmg/Rchg:50(39)
Level 41: Scorpion Shield -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Def:50(42), LkGmblr-Rchg+:50(42)
Level 44: Summon Spiderlings -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Dmg/EndRdx:50(45), ExRmnt-Acc/Dmg/Rchg:50(45), ExRmnt-EndRdx/Dmg/Rchg:50(45)
Level 47: Web Envelope -- HO:Endo(A)
Level 49: Maneuvers -- HO:Enzym(A), LkGmblr-Def/EndRdx:50(50), LkGmblr-Rchg+:50(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Musculature Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(3)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(50)
------------
Set Bonus Totals:

  • 12% DamageBuff(Smashing)
  • 12% DamageBuff(Lethal)
  • 12% DamageBuff(Fire)
  • 12% DamageBuff(Cold)
  • 12% DamageBuff(Energy)
  • 12% DamageBuff(Negative)
  • 12% DamageBuff(Toxic)
  • 12% DamageBuff(Psionic)
  • 13.5% Defense(Smashing)
  • 13.5% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 11.94% Defense(Energy)
  • 11.94% Defense(Negative)
  • 6% Defense(Psionic)
  • 12.56% Defense(Melee)
  • 10.38% Defense(Ranged)
  • 6% Defense(AoE)
  • 2% Enhancement(JumpHeight)
  • 2% Enhancement(FlySpeed)
  • 3% Enhancement(Immobilize)
  • 75% Enhancement(Accuracy)
  • 2% Enhancement(RunSpeed)
  • 101.25% Enhancement(RechargeTime)
  • 2% Enhancement(JumpSpeed)
  • 3% Enhancement(Stun)
  • 49.7 HP (4.124%) HitPoints
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 6.1%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 7.2%
  • MezResist(Terrorized) 5%
  • 20% Perception
  • 19.5% (0.326 End/sec) Recovery
  • 42% (2.113 HP/sec) Regeneration
  • 8.19% Resistance(Fire)
  • 8.19% Resistance(Cold)
  • 1.875% Resistance(Negative)



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@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

@ Moondog

From what I see your counting Cloaking Device full 5% for defensive numbers. But in actuality it is only 2%, so your a bit short on the S/L Defense cap.

I tried S/L cap and range at 31% on a Rad Kin Corruptor, I just don't like it. Anything that does not fit those criteria is very painful and I have a good heal in Transfusion.

Personally if your looking for optimum builds I do not think Trip mine works well anymore with Device. Your limited in your placement options with it so it sits unused on your tray many times. Again I am talking optimum compared to thematic or character concept. I am also thinking higher mission settings. If your just looking to do standard setting then honestly anything is fine and you don't even need all of that. But if your looking to do 6/2 to 8/4 your going to have to be very S/L conscious because anything other then that and you will notice it right away..


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Two bad sets and a worse combo.

Yeah not gonna work


 

Posted

i've seen a couple of build in this post, wondering which one should i use that is up to date (2011-August) and for a casual PVE AR/Device Blaster


 

Posted

Quote:
Originally Posted by Telimtor View Post
i've seen a couple of build in this post, wondering which one should i use that is up to date (2011-August) and for a casual PVE AR/Device Blaster
Still using mine as it is listed. I unlocked all the incarnates and went with the recovery one sorry don't know the name atm. I tried musculature and it didn't work out yes its nice damage increase but I would need some solid numbers on the recovery incarnate before I give up Cardiac Alpha, it's that good to me. I feel I can run nonstop and even then eating some blue inspirations I can keep rolling.

Oddly I do notice that Full auto does not adjust well to when hovering. For farming I sometimes have to pull back lower my height and let loose with full auto. Then fly back up before any remaining mobs come in range.

Overall you could modify the build with key purple IOs and shave a few seconds off Full Auto. Just something I do not think is worth while. Honestly how much higher do you need to go beyond 4/8 setting. Do you really, really need to kill mobs 3 seconds faster then the other guy ?

Another Gripe is Gun Drone cannot be summoned in air. I have enough Recharge to have 2 guns up for a short amount of time. Of course a Speed boost really kicks it up when I'm on teams. If anything maybe the purple IOs might be worth it if it really gives you a decent number for Gun Drone to be out much longer. Again 2 purple IOs at the cost of 400 million each helps fund another build for a guy like me.

End result I can farm Crey Fire farm from the elevator area. Those farms with the boat map is simple hover blasting. Even caves I can farm I just need room to keep moving back into open areas. So the first room can be an issue sometimes because I am limited on breathing room.

I give the build 2 thumbs up with Cardiac Alpha Incarnate alone.

The extra attack from incarnate is just gravy. The pets are nice but are so limited it does not matter I just get them for the level boost I get in the incarnate missions.

That's about all I can think of regarding this set. To me beyond going purple IOs this is the Epitome of the AR Device build. You could move some sets around and make yourself a bit short in range cap persay, but I like to have the numbers without requiring some sort of artificial boost from inspirations. I like to have inspirations for that extra Ummph or a Oh poo moment, where too may hits sneak in or when I want to kick up my damage just to be flagged by Nightshade or Siege.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

my AR/dev/munitions was probally my 2nd 50, and was retrofitted without any specific direction about a year ago, i decided to go with +range +recharge and +damage..(now im planning my +ranged def version).. full auto @ 145' range with flamethrower/buckshot/ignite at about 125' i mixed IO's with Hami's where needed. recharge sitting at about 130%. i went pyro for my judgement to pair with flamethrower/ignite.. i went IDF for theme with my LORE, and reactive for the 75% fire dot to add the damage.. working nicely so far...but still need to work on +defense for now.

good luck on your newly refitted ar/dev..


50 fire/dev--50 dark/thug--50 earth/storm--50 fire/regen--50 earth/thorn--50 kin/rad
50 TA/archery--50 stone/mace--50 Rad/em--50 Cold/Energy--48 dark/elec--50 grav/rad--45 SOA--40 PB--46 Bs/Fire--50 Ar/Dev--50 Trapz/Dark--50 elec/em tank--50 elec/earth--50 Ghostwidow--50 elec/Therm--50 cold/dark